Advance Wars: Days of Ruin Walkthrough :
This walkthrough for Advance Wars: Days of Ruin [Nintendo DS] has been posted at 19 Jan 2010 by thelastone and is called "FAQ/Walkthrough Final". If walkthrough is usable don't forgot thumbs up thelastone and share this with your freinds. And most important we have 8 other walkthroughs for Advance Wars: Days of Ruin, read them all!
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Walkthrough - FAQ/Walkthrough Final***** **** * * ***** * * ***** ***** * * ***** ***** ***** * * * * * * * * ** * * * * * * * * * * . * * * * * * * * * * * * * * * * * * * * ***** * * * * ***** * * * * ***** * * ***** ***** ***** * * * * * * * * * ** * * * * * * * * * * * * * * * * * * ** * * * * * * * * * * . * * **** * * * * * ***** ***** ** ** * * * * ***** **** ***** * * ***** ***** ***** ***** * * ***** * * * * * * * * * * * * * * * * * ** * * * * * * * * * * * * * * * * * * * * * ***** * * ***** * * ***** ***** * * * * * * * * * * * * * * * * * * * * * ** * * * * * * * * * * * * * * * ** **** * * * ***** ***** * * * ***** ***** * * ========================================== ~Line Test~ ========================================== If the following line is readable without scrolling over, you can easily read this walkthrough. ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMONPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVW ========================================== ~Introduction~ ========================================== Welcome readers! I'm Deathborn 668 on the message boards and this is a walkthrough for Advance Wars:Days of Ruin, the intense turn based strategy game for the Nintendo DS. Hopefully you'll enjoy this walthrough as much as I enjoyed playing this game. Some Do's and Don'ts to keep in mind: DO: -Use this walkthrough as a refrence tool -Tell people about it -Print it for personal use -Give to other people for no profit DON'T: -Plagerize this walkthrough without any credit -Call this walkthrough "yours" -Sell this walkthrough for profit ONLY the following sites have permission to use this walkthrough without the need to contact me: -www.gamefaqs.com -www.gamespot.com -www.ign.com Anybody else wishing to use this walkthrough will need to e-mail me at someguy668 (at) yahoo (dot) com Those wishing to leave me comments and corrections should also e-mail me. I generally won't respond to e-mails, and probably won't update if you send me a corrections unless it extremely important. Don't feel offended if I don't respond or update with a change. Thanks for your concern. Crtl+F to search for the specific map/mission you need help with. ========================================== | ~Table of Contents~ | ========================================== |1.Basics of Advance Wars | ========================================== |2.Unit and Terrain Guide | | 2A.Ground Units | | 2B.Naval Units | | 2C.Aerial Units | | 2D.Movement Costs | | 2E.Terrain Effects | | 2F.Damage Guide | | 2G.Weather Effects | | 2H.Promotion | | 2I.Campaign Scoring | ========================================== |3.CO Center | | 3A.Commanding Officer Descriptions | | 3B.CO Zones | | 3C.CO Meter and Powers | ========================================== |4.Campaign Mode | | 4A.Campaign Maps | | 4B.Trial Maps | ========================================== |5.Free Battle Maps | | 5A.Classic Maps | | 5B.2 Player Maps | | 5C.3 Player Maps | ========================================== |6.The War Room--Tactical Advice | ========================================== |7.Design Maps | ========================================== |8.History and Medals | ========================================== |9.Credits | ========================================== =========================================================================== ~1.Basics of Advance Wars~ =========================================================================== Advance Wars has been a series that has been ongoing for several years, dating back to the GBA. The general gist of the game is that several players control different armies, and attack eachother on their respective turns until one army falls, or the HQ of an army is captured. Of course, it isn't all this simple. Because the game is structured turn- based style, it will take a decent amount of strategy to outwit your opponent and overpower them. You'll need to manage your funds as you purchase new units and repair weakened ones, and there are many other variables on the battlefield you will need to take into account. To veterans of the series, although Days of Ruins takes on a different look than the cartoony look of old, the basic gameplay (with the exception of several unit changes and additional units) remains the same. For someone new to the series, the first few campaign missions will act as a tutorial, so you won't feel lost when you begin the game. =========================================================================== ~2.Unit Guide~ =========================================================================== There's a whole mess of units in Days of Ruins. A decent amount of units, ones that are staples of the series, remain the same or mostly unchanged. Some of them look the same, but with different names. Others have been completely changed, deleted, or added altogether. For those who haven't played an Advance Wars game before, all units have a cost to buy at a factory, port, or airport. They also have movement types (which effect how they move across terrain), movement amounts (how many spaces they can move in a single turn), fuel (if a ground unit runs out of fuel, it can't move. If a naval or air unit runs out if fuel, it sinks/ crashes and is destroyed), ammunition and weapon types, visibility (how many spaces become visible during Fog of War), and attack range. Range is slightly different than what you may expect. If the range is only 1, then that unit is a direct combat unit. They need to move next to their enemy and can attack on the same turn. Indirect units generally don't have ranges of 1 (except for a certain unit), and cannot move and attack in the same turn. If an enemy unit is in their range of fire, they can shoot to hit them. Otherwise, all you can do is have them sit there or move them elsewhere. Also included here are their weaknesses and heavy weakenesses (as shown ingame, these are the units that are capable or ripping through the specified unit). ----------------- ~2A.Ground Units~ ----------------- ~~Infantry~~ Cost--1500G Fuel--99 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--3 Vision--2 Range--1 Movement Type--Inftry Weaknesses--Flare, Recon, Tank, B Copter, Battleship, Anti-Tank Heavy Weaknesses--Bomber, War Tank, Anti-Air, Rockets, Md Tank, Artillery, Seaplane Effective Against--Infantry, Mech, Bike, Anti-Tank Infantries are the backbone of any army. These cheap units aren't very powerful, nor do they have the mobility advantage most vehicles have. However, you will be needing these to capture properties. Infantries are one of only three units that can capture. They also make good meatshields to protect your indirect units from direct fire. Since they are so cheap, they are expendable in that regard. It may seem weird that these are good against Anti-Tanks (which is listed as a weakeness). However, Anti-Tanks are easily destroyed by Infantry-type units, as well as air units, and since the Infantry is so cheap, it makes and effective counter for the Anti-Tank (which also has low mobility). Don't expect them to do much, if any, damage to vehicles. Most direct land units have machine guns of their own that can tear through Infantry, so be careful. ~~Mech~~ Cost--2500G Fuel--70 Main Weapon--Bazooka Sub-Weapon--Machine Gun Ammunition--3 Mobility--2 Vision--2 Range--1 Movement Type--Mech Weaknesses--Artillery, Seaplane, Md Tank, Tank, Flare, Battleship Heavy Weaknesses--Bomber, Anti-Air, War Tank, Rockets Effective Against--Infantry, Mech, Bike, Tank, Anti-Air, Recon, Artillery, Recon, Flare, Anti-Tank The Mech has been dropped in price (it was 3000G in the past), however its power has been slightly nerfed in return (about 10% less damage dealt to all units). However, that can be ignored as the Mech still remains a powerful unit. As with the other Infantry units, it is capable of capturing properties. However, due having the lowest movement range in the game, it probably isn't wise to use these to capture them with, unless the properties are across mountain ranges (which Mechs can cross quicker than Infantry). It also may seem odd that they are effective against many of their weaknesses, but the Mech can tear through all lightly armored land units. The only problem with it is that it has very low ammo--only 3 uses and the Mech will become as effective as an Infantry. Keep Rigs on hand to resupply them. A swarm of Mechs, as has been the case in the previous games, remains somewhat useful. A tactical player can't be defeated with a Mech rush, but the computer occasionally can. It also works as a last ditch effort when you are surrounded by Tanks. ~~Bike~~ Cost--2500G Fuel--70 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--5 Vision--2 Range--1 Movement Type--Tire B Weaknesses--Artillery, Seaplane, Md Tank, Tank, Flare, Battleship Heavy Weaknesses--Bomber, Anti-Air, War Tank, Rockets Effective Against--Infantry, Mech, Bike, Anti-Tank The Bike has roughly the same power (and weaknesses) as the basic Infantry. So, for the cost of a Mech, what are you getting out of it? Well, for one this unit can move five spaces, allowing you to capture further away properties very quickly and without the need of a Rig. Outside of that, however, there isn't much else Bikes are good for. They can bash up Anti-Tanks well since they can sit outside of their range, then attack on the turn after. You can also use Bikes to disrupt the capturing of your enemies, allowing an early monetary advantage if you know what you are doing. Other then early capturing, you're better off sticking with the cheaper Infantry to attack whatever you intend on having a Bike attack. ~~Recon~~ Cost--4000G Fuel--80 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--8 Vision--5 Range--1 Movement Type--Tire A Weaknesses--Mech, Tank, Artillery, Seaplane, B Copter, Anti-Tank, Battleship Heavy Weaknesses--War Tank, Bomber, Md Tank, Rockets Effective Against--Infantry, Mech, Bike, Recon The Recon is a cheap unit, but don't get giddy over that 8 movement. Tire A type vehicles lose many movement points over anything that isn't a road, so don't expect the Recon to reach its destination quickly. Their big selling point is their 5 range, which is amazingly useful in Fog of War. Station several Recons across the map to keep tabs on enemy movement. Attack wise, the Recon can be bit useful. Provided there's mainly roads to the properties the enemy is capturing early on, several Recons can easily disrupt them and bring their economy briefly to a halt. The Recon isn't good at taking out anything stronger than Infantry, so once a non-Fog of War battle gets settled in, you aren't likely to be using these anymore. ~~Flare~~ Cost--5000G Fuel--60 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--5 Vision--2 Range--1 Movement Type-Tank Weaknesses--Rockets, Tank, Mech, Seaplane, Artillery, B Copter, Anti-Tank Heavy Weaknesses--War Tank, Bomber, Md Tank Effective Against--Infantry, Mech, Bike, Recon, Flare This new unit has an interesting twist to it. Although it can attack Infantry units (doing slightly more damage than a Recon), it is also capable of firing flares as the name implies. Firing flares works as if the Flare is an indirect unit. You can only fire them if you don't move on your turn, and only if there is Fog of War. When you fire a flare, you need to choose a spot within a five space radius of the Flare unit. The flare itself will be launched when you choose the spot, and every space in the flare's three-square radius will be lit up for the turn, including hidden areas such as ruins and forests. Outside of Fog of War, the Flare isn't too useful. It's just an overpriced Recon for the most part, so only use it when Fog of War is active (especially rainy weather). ~~Anti-Air~~ Cost--7000G Fuel--60 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--6 Vision--3 Range--1 Movement Type--Tank Weaknesses--Bomber, Rockets, Tank, Anti-Tank Heavy Weaknesses--War Tank, Md Tank Effective Against--Infantry, Mech, Bike, Recon, Flare, Artillery, Rockets, Anti-Air, B Copter, T Copter, Bomber, Duster, Seaplane, Fighter The Anti-Air is a unit you'll come to love when the enemy is trying to bash you with aerial units. It's 1000G cheaper than what it used to be, but its power hasn't really changes at all. The Anti-Air will completely annihilate any air unit the is within its range. The Bomber is the only unit that can attack (and severely injure as well) then Anti-Air, reducing the damage the Bomber takes in return. The Anti-Air isn't useful against just air units, however. This weapon will OHKO all Infantry type units (save promoted ones standing on high defense terrain). If Infantry units are rushing towards you, pump out several Anti- Airs. Just be careful of Mechs which are capable of severely crippling the Anti-Air. ~~Tank~~ Cost--7000G Fuel--70 Main Weapon--Tank Gun Sub-Weapon--Machine Gun Ammunition--6 Mobility--6 Vision--3 Range--1 Movement Type--Tank Weaknesses--War Tank, Seaplane, Anti-Tank, Md Tank, B Copter, Rockets Heavy Weaknesses--Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Artillery, Rockets, Missiles, Rig The Tank is the most basic direct assault unit, and the cheapest. You'll be seeing plenty of these--both from your production and of the enemy. The Tank is very effective against most ground units, but don't expect it to dent Medium and War Tanks very easily. Several Tanks together can bring them down, but don't expect a lone Tank to do it. Tanks also make good bait for enemy units, and due to their high mobility, can also break stalemates by inciting your foe to attack. Regarding how cheap they are, you should be able to produce them constantly and replace any that are lost in a fight. ~~Medium Tank~~ Cost--12000G Fuel--50 Main Weapon--Heavy Tk Gun Sub-Weapon--Machine Gun Ammunition--5 Mobility--5 Vision--2 Range--1 Movement Type--Tank Weaknesses--War Tank Heavy Weaknesses--Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, Artillery, Rockets, Missiles, Rig For a little extra cash, you can purchase a stronger version of the normal Tank. Medium Tanks trade mobility and ammunition for higher power and defense. Although it has been determined by other than regular Tanks are more cost effective, Medium Tanks are still useful. They can easily kill or severely wound any unit they are capable of attacking, except for War Tanks. Because of their high defense, you can put them in chokepoints and hold it for a decent amount of time. Just be careful of indirect units--they can injure Medium Tanks with ease. ~~War Tank~~ Cost--16000G Fuel--50 Main Weapon--Mega Gun Sub-Weapon--Machine Gun Ammunition--5 Mobility--4 Vision--2 Range--1 Movement Type--Tank Weaknesses--Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Rockets, Missiles, Rig The War Tank is the strongest land unit, and decimates anything that gets in its way. Be sure to have a Rig on hand if you build one of these monsters--it can run out of ammunition rather quickly. If you're on the receiving end of a War Tank barreling slowly down the road, don't worry--it's pretty simple to kill one of these things. Rockets are effective since War Tanks can't stand outside of their range and attack the Rocket in the same turn. Anti-Tanks also rip through War Tanks, and War Tanks themselves are also counters. War Tanks aren't very cost effective, mainly due to their low movement. Don't build these too often-- in all honesty, regular Tanks are still better than them. ~~Artillery~~ Cost--6000G Fuel--50 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--5 Vision--3 Range--2-3 Movement Type--Tank Weaknesses--Md Tank, Rockets, Artillery, Tank, Mech, Seaplane, Battleship Heavy Weaknesses--War Tank, Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, Artillery, Rockets, Missiles, Rig Artilleries are basic indirect units. As with most indirect units, the Artillery cannot move and attack in the same turn, and cannot counterattack (let alone attack directly). If an enemy is in their range on your turn, you can fire at them. Otherwise, all you can do is keep moving them. Artilleries are great units to have around, mainly because they pack a punch while hopefully staying safe from enemy fire. If you can keep them shielded, and lure enemy units into their line of fire, then the Artillery becomes an invaluable asset to an army (not to mention they are quite cheap for the damage they inflict). ~~Anti-Tank~~ Cost--11000G Fuel--50 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--4 Vision--2 Range--1-3 Movement Type--Tire B Weaknesses--Bomber Effective Against--Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Rockets, Missiles, Anti-Tank, Rig, T Copter, B Copter The Anti-Tank is regarded as one of the most overpowered units in the game. This thing rips through all land units, and is the only indirect unit that has a range of 1 AND can counterattack. Not only that, but it can also attack B Copters! What can't this thing do? Well, its biggest weakness is Infantry type units. Infantry, Mechs, and Bikes are cheap units, and several of them can kill an Anti-Tank. Whatever you do, don't attack this thing with an land vehicle. The attacker will deal minimal damage, while the Anti-Tank will dish out usually around 5 HP worth of damage on the counterattack. Artilleries and Rockets are also good counters, but moreso with Rockets since Anti-Tanks can't counterattack them. Just beware of their insanely low movement. Tire B gets movement penalties on most terrain. ~~Rockets~~ Cost--15000G Fuel--50 Main Weapon--Rocket Sub-Weapon--None Ammunition--5 Mobility--5 Vision--3 Range--2-5 Movement Type--Tire A Weaknesses--Mech, Tank, Rockets, Artillery, Seaplane, B Copter, Battleship Heavy Weaknesses--War Tank, Bomber, Md Tank Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Anti-Tank, Rockets, Missiles, Rig Rockets are one of the most expensive land units, and for good reason. One Rockets can easily break a stalemate. Bring one of these near some enemy units stalling for time and watch them scatter. Also, Rockets can severaly damage any land unit in their massive 3-5 range. Just be careful, though--even the weak land units, like Anti-Airs, can severely damage Rockets. Be sure to keep them well protected at all time. 15000G isn't the kind of money you can just throw away on a unit that will get killed quickly. Be careful when using Rockets. On huge maps they generally aren't worth it because of their horrible movement. 5 movement is fine, but Tire A gets penalized on anything that isn't a road. They can take a long time to reach their destination. ~~Missiles~~ Cost--12000G Fuel--50 Main Weapon--Anti-Air Msl Sub-Weapon--None Ammunition--5 Mobility--5 Vision--5 Range--3-6 Movement Type--Tire A Weaknesses--Mech, Tank, Rockets, Artillery, Battleship, Seaplane, Anti-Tank Heavy Weaknesses--War Tank, Bomber, Md Tank Effective Against--Seaplane, B Copter, T Copter, Fighter, Duster, Bomber Missiles are expensive, but if an enemy plane is stupid enough to enter its range, it's as good as dead. Missiles are quite expensive, and obviously worthless on maps with no airports, but if you manage to put a Missiles near an enemy airport, then you have essentially made that airport useless for the foe. Since you'll kill whatever they build there, you can take your time and capture it for yourself. Quite a nice tactic. Did you also notice that their range has increased to 3-6? For the same price, you get a bit more out of Missiles this time around. ~~Rig~~ Cost--5000G Fuel--99 Main Weapon--None Sub-Weapon--None Material--1 Mobility--6 Vision--1 Range--None Movement Type--Tank Weaknesses--Rockets, Tank, Mech, Seaplane, Artillery, B Copter Heavy Weaknesses--War Tank, Bomber, Md Tank The Rig, despite its name, functions just like the APC of old. It can carry one Infantry/Mech and transport them quickly across the field, and it can still resupply units next to it (which is essential in larger and longer maps). But the name truly comes from an additional feature. It can create Temporary Airports/Ports. On any plains you can choose to construct a Temporary Airport, and on any beach you can construct a Temporary Port. A Rig can only build one temporary structure, and it works as if you're capturing it (takes 20 points to finish, based off of Rig's HP). Temporary Ports/Airports CANNOT construct new units. Instead, they can repair and resupply their specific units. This is extremely handy if you can't have a bunch of Rigs running about the course. Be careful, though. Temporary structures can be captured by the enemy. Likewise, you can recapture them and capture any temporary structures the enemy makes. Make good use of them. If you want to build more temporary structures, you'll need to make another Rig (or use Greyfield's CO Power to replenish the material in the Rig). ---------------- ~2B.Naval Units~ ---------------- **Note--All naval units burn one fuel every day, whether they move or not. If they run out of fuel, they will sink and be destroyed.** ~~Battleship~~ Cost--25000G Fuel--99 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--5 Vision--3 Range--3-5 Movement Type--Ship Weaknesses--Bomber, Submarine Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Anti-Tank, Rockets, Missiles, Rig, Cruiser, Unsubmerged Submarines, Carrier, Battleship, Gunboat, Lander The Battleship remains the king of the seas, and is even moreso now then ever. Despite its range getting cut by one, the Battleship is now the only indirect unit that can move AND attack in the same turn. Battleships can attack and severely injure all land and naval units (except for submerged Submarines). They are quite expensive, and a single Submarine strike can turn a Battleship into scrap metal, but as long as you have Cruiser support, then a Battleship is well worth the 25000G investment you will need to put into it. ~~Carrier~~ Cost--28000G Fuel--99 Main Weapon--None Sub-Weapon--AA Gun Material--4 Mobility--5 Vision--4 Range--1 Movement Type--Ship Weaknesses--Bomber Heavy Weaknesses--Submarine Effective Against--B Copter, T Copter, Duster, Fighter, Seaplane, Bomber The Carrier, despite remaining almost the same price as it was in Dual Strike, appears to be useless. 28000G for a weak anti-air gun when the Cruiser excels so much more? Pah! The Carrier's main reason of existance is because of its material. Provided that the Carrier doesn't move, it is capable of creating a Seaplane for 15000G. A total of 43000G for a small, low fuel and ammo plane? What's the use? Seaplanes can attack EVERY unit in the game. Keep them well fueled and the damage they can cause will far outpay their original cost. Because each Seaplane built uses 1 material, you can only build a maximum of four Seaplanes from one Carrier. When you produce a Seaplane, you can launch it on the next day. You can choose where to move it, and you can attack with the Seaplane when you launch it. This doesn't take up the Carrier's turn, so you can move/attack/produce again that turn. Carrier's can only hold 2 planes at once. Boarded planes will be refueled at the beginning of the day, and have 2 HP repaired every day as well, so that also makes up for the Carrier's lack of weaponry. Keep them well away from actual battle--they are fragile ships. ~~Submarine~~ Cost--20000G Fuel--70 Main Weapon--Torpedo Sub-Weapon--None Ammunition--6 Mobility--6 Vision--5 Range--1 Movement Type--Ship Heavy Weaknesses--Bomber, Cruiser Effective Against--Gunboat, Battleship, Submarine, Carrier, Lander Submarines are essential in any navy. When your foe is packing Carriers and Battleships, you will be needing to employ Submarines to take them out quickly. Submarines are very powerful, and have huge vision, making them quite useful for ocean scouting. Submarines are also capable of diving underwater on their turn (whether they move or not). Dived Submarines cannot be seen by enemies underless one of them moves next to the Submarine on their turn, or they move a unit that passes where the Submarine is located. Dived Submarines burn five units of fuel at the start of every day, as opposed to one unit when unsubmerged (and like every other naval unit). Submerged Submarines can only be hit by other Submarines and Cruisers. Keep those away, and Submarines can kill any other oppositions. Dived Submarines can rise at any time, so be sure to raise them when you need to conserve fuel. ~~Cruiser~~ Cost--16000G Fuel--99 Main Weapon--Anti-Ship Msl Sub-Weapon--AA Gun Ammunition--9 Mobility--6 Vision--5 Range--1 Movement Type--Ship Effective Against--B Copter, T Copter, Duster, Fighter, Seaplane, Bomber, Submarine The Cruiser is an important naval unit that you will need to constantly be producing. These units have large vision, much like Submarines, making them useful in Fog of War. They are also anti-Submarine, so if your enemy starts to build Submarines, a single Cruiser can easily counter them. They are also insanely powerful against air units. If the enemy is sending air units across the ocean, block them off with Cruisers. They are moderately expensive, but are super effective against anything they can hit, except for other ships. Cruisers can also hold two copter units. ~~Lander~~ Cost--10000G Fuel--99 Main Weapon--None Sub-Weapon--None Ammunition--None Mobility--6 Vision--1 Range--0 Movement Type--Trpt Weaknesses--Seaplane, Submarine, Battleship, Rockets Heavy Weaknesses--Bomber Landers are capable of transporting a maximum of two land units. Landers need to be on a beach or Port in order to load/drop units. Landers are your only way of transporting land units (other than Infantry) across the ocean, so make good use of them. If they are destroyed, their cargo is destroyed as well. ~~Gunboat~~ Cost--6000G Fuel--99 Main Weapon--Anti-Ship Msl Sub-Weapon--None Ammunition--1 Mobility--7 Vision--2 Range--1 Movement Type--Trpt Weaknesses--B Copter, Cruiser, Gunboat Heavy Weaknesses--Bomber, Submarine, Seaplane, Rockets, Artillery, Battleship Effective Against--Battleship, Unsubmerged Submarine, Gunboat, Cruiser, Lander, Carrier The Gunboat is a cheap unit, but don't be swayed by the fact it only has one ammo. It packs quite a punch, and easily cripples most enemy naval units. Gunboats are also capable of carrying a single Infantry/Mech, and with their high movement, they can reach small islands with properties fairly quickly. Keep Temporary Ports, or Rig's, on beaches nearby so you can resupply the Gunboat with more ammunition as the need arises. Gunboats are cheap and expendable, and generally deal an amount of damage roughly equal to their price. ----------------- ~2C.Aerial Units~ ----------------- **Note--All air units burn fuel each day, whether they move or not. If they run out of fuel, the will crash and be destroyed. Fuel burned each day is different for each type of aircraft.** ~~Fighter~~ Cost--20000G Fuel--99 Main Weapon--Anti-Air Msl Sub-Weapon--None Ammunition--6 Mobility--9 Vision--5 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--B Copter, T Copter, Bomber, Fighter, Duster Fighters are second to none in what they are best at--annihilating all aerial units. They are nowhere near as expensive as they really seem, mainly because one Fighter should be able to destroy at least 40000G in enemy air units before taking too much damage to continue. There's not much else to say about Fighters. Besides boasting the largest movement range in the game, you should only use them if you need to counter enemy air units when simple Anti-Airs aren't able to easily reach their targets. ~~Bomber~~ Cost--20000G Fuel--99 Main Weapon--Bomb Sub-Weapon--None Ammunition--6 Mobility--7 Vision--3 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Rockets, Missiles, Rig, Battleship, Unsubmerged Submarine, Gunboat, Carrier, Lander Bombers are one of the most useful aerial units, capable of devistating large armies, causing them to scatter and retreat for repairs. Anti-Airs and Missiles are the only things they need to worry about, but if Bombers get the first strike on these units, then they will be made virtually worthless. ~~Duster~~ Cost--13000G Fuel--99 Main Weapon--Machine Gun Sub-Weapon--None Ammunition--9 Mobility--8 Vision--4 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Fighter, Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--Infantry, Mech, Bike, B Copter, T Copter, Bomber, Duster Dusters are only slightly weaker than Fighters, and they come at a cheaper price. That, and they can attack ground units. Infantry type units are the only ground units they will do decent damage against, though, but they are at least very effective against air units. Dusters also make good scout units in Fog of War, thanks to high vision and range. ~~B Copter~~ Cost--9000G Fuel--99 Main Weapon--Air-Gnd Msl Sub-Weapon--Machine Gun Ammunition--6 Mobility--6 Vision--2 Range--1 Movement Type--Air Fuel burned per day--2 Weaknesses--Seaplane, Duster Heavy Weaknesses--Missiles, Fighter, Cruiser, Anti-Air Effective Against--Infantry, Mech, Bike, B Copter, T Copter, Tank, Artillery, Rockets, Missiles, Rig B Copters are cheap helicopters that can attack all land units. Just be careful--most land units can attack B Copters, although they won't do too much damage to them. B Copters are cheap and effective, and if you keep them away from Anti-Airs, then you'll be just fine. ~~T Copter~~ Cost--5000G Fuel--99 Main Weapon--None Sub-Weapon--None Ammunition--None Mobility--6 Vision--1 Range--None Movement Type--Air Fuel burned per day--2 Weaknesses--B Copter Heavy Weaknesses--Anti-Air, Missiles, Seaplane, Cruiser, Fighter, Duster T Copters are cheap units that are capable of holding one Infantry/Mech. These are useful at transporting them quickly across the battlefield when a Rig or Gunboat isn't as efficient (or possible to use). Make good use of them early in the battle to have them reach distance properties. ~~Seaplane~~ Cost--15000G (+ 28000G) Fuel--40 Main Weapon--Missiles Sub-Weapon--None Ammunition--3 Mobility--7 Vision--4 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--ALL Units Seaplanes are technically only 15000G, but it requires a 28000G Carrier to actually produce these things. The Seaplane has very low fuel and ammo, so you will need to keep a Rig, Carrier, or Temporary Airport nearby or these things will be going down pretty quickly. The plus side is that they can attack every single unit in the game, and they will do heavy damage to them as well (Anti-Airs and Cruisers included!). If you have several of these flying around, with Fighter support, you can have complete aerial domination. ------------------- ~2D.Movement Costs~ ------------------- All units have a movement type, whether it's being in the air, the sea, or a certain type of tire for a vehicle. Most terrain will allow you to pass unhindered, while others will take up more movement points on certain terrain types. Here's a chart compiling all the types of terrain and the movement costs for them: Note-Temporary Ports and Airports have same movement costs as their non- temporary versions. F A C W a i B P M s c r R T r l B R n W t C t p P a o S i R a e i t o l i o o o d w i d o i a v a o a H t r r r a e l g a n c e i d n Q y y t t r r o e d s h r n s d ======================================================================== Inftry | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 1 | 1 | Mech | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Tire A | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | - | - | 3 | 3 | Tire B | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | - | - | 3 | 3 | Tank | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | - | - | 2 | 2 | Air | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | - | 1 | 1 | 1 | Ship | - | - | - | - | 1 | - | - | - | 1 | - | - | - | 1 | - | - | - | Trpt | - | - | - | - | 1 | - | - | - | 1 | - | - | - | - | - | - | - | ======================================================================== R g P R h l u R M F a i S e S i S i s n e e e s k r m s a f a t y e a ======================================== Inftry | 1 | - | - | - | - | - | - | - | Mech | 1 | - | - | - | - | - | - | - | Tire A | 2 | - | - | - | - | - | - | - | Tire B | 1 | - | - | - | - | - | - | - | Tank | 1 | - | - | - | - | - | - | - | Air | 1 | 1 | 1 | 1 | 1 | 1 | - | - | Ship | - | 1 | 2 | 2 | 1 | - | - | - | Trpt | - | 1 | 2 | 2 | 1 | - | - | - | ======================================== -------------------- ~2E.Terrain Effects~ -------------------- Now that you know how the terrain effects movement, there's then the matter of how it effects units directly--defense wise and other overall effects it can cause. Each Star used in the description of the terrain adds 5% to the units' defense while they are parked on such terrain. Aerial units cannot benefit from defense boosts on terrain. If a unit is parked on a structure owned by the player, and that property benefits that unit, then that unit will be supplied and repaired for 2 HP at the beginning of the turn. Each HP or repair costs 1/10th of the unit's price, and is NOT optional. If a unit is on a owned building, funds will be spent repairing it. Factories, Cities, and the HQ repair/resupply ground units, Ports and Temporary Ports for naval units, and Airport and Temporary Airports for aerial units. ~~HQ~~ Defense--**** A structure that gives units high defensive boosts, if it is captured then that team will lose the battle instantly. ~~City~~ Defense--** Cities provide moderate defense while repairing ground troops. ~~Factory~~ Defense--*** Factories can produce new units, and repair ground troops that are parked on them. ~~Port~~ Defense--*** Ports can produce new units, and repair naval troops that are parked on them. ~~Airport~~ Defense--*** Airports can produce new units, and repair aerial units that are parked on them. ~~Com Tower~~ Defense--*** Com Towers raise the defense and attack power all your units by 5% for each Com Tower in your possession. These also now give you funds each day. ~~Radar~~ Defense--*** Radar stations, once captured, reveal all spaces in Fog of War within a five space radius of the station. Covered places like Woods and Reefs are not revealed unless they are adjacent to the tower. These provide you with funds as well. ~~Silo~~ Defense--** If an Infantry, Mech, or Bike moves to an unused silo, they can fire a single missiles at any space in the map. All units in the three space radius blast will lose 3 HP. ~~Roads~~ Defense--None Roads allow quick movement of all ground troops, but offer no defense. ~~Plains~~ Defense--* Plains are common, offer a small defense boost, and hardly affect any unit movement. ~~Mountains~~ Defense--**** Mountains hinder Infantry movement, but offer high defense while atop them. During Fog of War, they add three vision to the Infantry or Mech while ontop of them. ~~Woods~~ Defense--*** Woods hinder movement for most land units. They offer good defense, and during Fog of War, enemy units cannot see units sitting in woods unless they pass them/wait next to the woods on their turn, or a Flare reveals the location of the unit. ~~Bridges~~ Defense--None Bridges can be traveled under by sea units, and can be chokepoint blocked by them as well. They offer no defensive boosts. ~~Rivers~~ Defense--None The only ground units that can cross rivers are Mechs and Infantry. They slow the movement of Infantry. ~~Beaches~~ Defense--None Beaches are found near the sea's edges, and are used as locations where Landers and Gunboats can load up units. They offer no other defense. ~~Ruins~~ Defense--* Acts like Woods in Fog of War, but doesn't hinder movement of most units. ~~Wasteland~~ Defense--None Impairs movement of most ground units. ~~Sea~~ Defense--None Easy passage for all naval units. ~~Rough Sea~~ Defense--** Slows passage of most naval units. ~~Reef~~ Defense--** Acts like water-based Woods during Fog of War. Impedes movement of naval units. ~~Mist~~ Defense--* Acts like Woods in Fog of War. Doesn't affect movement. ~~Sky~~ Defense--None Only air units can travel over this terrain. ~~Fire~~ Defense--None Lights up a five square radius in Fog of War. No unit can pass over it. ~~Meteors~~ Defense--None (Have 99 HP, one point lost for each % point of attack) Meteors cannot be passed by any unit, but can be destroyed in two or three attacks by most units. Once destroyed, the Plains it was on can be traversed, and any plasma that was touching it will disappear. ~~Plasma~~ Defense--None Cannot be moved over by any unit. Can only disappear if a meteor the plasma is touching is destroyed. ----------------- ~2F.Damage Guide~ ----------------- And finally, there is the damage units will give to other units. The numbers here are percentages when the left side unit attacks the unit listed on the top row. These percentages are based on both units being on a Road (which has no defense), and neither are affected by CO Zones/Powers/ other abilities that would raise defense. During each attack, anywhere from 0% to 10% extra damage might be added to the damage dealt out. It's a random factor and cannot be controlled. As you could probably guess, if you would do 60% damage to an enemy when you have full HP, you will basically be dealing 6 HP of damage. Your attack power goes down 10% for each HP lost. So if you had 7 HP (using the same 60% damage from before), you would be down to dealing 42% damage (10% of 60 is 6, so you're losing 6% of attack power with each HP lost in this scenario). T Copters and Landers aren't listed as attackers here, naturally, because they are incapable of attacking. I A M W A A R M B n n d a r n o i a f R F t r t t c s t n M B e l i T T T l i k s l t e i c a A a a a e T e l R s r c k o r i n n n r n t e i h y h e n e r k k k y k s s g p ======================================================================== Infantry |55%|45%|45%|12%|10%|03%|05%|05%|01%|10%|30%|20%|20%|14%| - | Mech |65%|55%|55%|85%|80%|55%|55%|25%|15%|70%|55%|85%|85%|75%| - | Bike |65%|55%|55%|18%|15%|05%|08%|05%|01%|15%|35%|35%|35%|20%| - | Recon |75%|65%|65%|35%|30%|08%|08%|05%|01%|45%|25%|55%|55%|45%| - | Flare |80%|70%|70%|60%|50%|45%|10%|05%|01%|45%|25%|55%|55%|45%| - | Anti-Air |105|105|105|60%|50%|45%|15%|10%|05%|50%|25%|55%|55%|50%| - | Tank |75%|70%|70%|85%|80%|75%|55%|35%|20%|70%|30%|85%|85%|75%|08%| Md Tank |90%|80%|80%|95%|90%|90%|70%|55%|35%|85%|35%|90%|90%|90%|10%| War Tank |105|95%|95%|105|105|105|85%|75%|55%|105|40%|105|105|105|12%| Artillery |90%|85%|85%|80%|75%|65%|60%|65%|35%|75%|55%|80%|80%|70%|45%| Anti-Tank |75%|65%|65%|75%|75%|75%|75%|45%|55%|65%|55%|70%|70%|65%| - | Rockets |95%|90%|90%|90%|85%|75%|70%|55%|45%|80%|65%|85%|85%|80%|55%| Missiles | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Battleship |75%|70%|70%|70%|70%|65%|65%|50%|40%|70%|55%|75%|75%|65%|45%| Carrier | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Submarine | - | - | - | - | - | - | - | - | - | - | - | - | - | - |80%| Cruiser | - | - | - | - | - | - | - | - | - | - | - | - | - | - |38%| Gunboat | - | - | - | - | - | - | - | - | - | - | - | - | - | - |40%| Fighter | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Bomber |115|110|110|105|105|85%|105|95%|75%|105|80%|105|95%|105|85%| Duster |55%|55%|45%|18%|15%|05%|08%|05%|01%|15%|05%|20%|20%|15%| - | B Copter |75%|65%|65%|75%|75%|10%|70%|45%|35%|65%|20%|75%|55%|70%|25%| Seaplane |90%|85%|85%|80%|75%|45%|75%|65%|55%|70%|50%|80%|70%|75%|65%| C S C G F B T S a u r u L i B D C C e M r b u n a g o u o o a e r m i b n h m s p p p t i r s o d t b t t t l e e n e a e e e e e e n o r e r t r r r r r r e r ============================================================ Infantry | - | - | - | - | - | - | - | - |08%|30%| - |01%| Mech | - | - | - | - | - | - | - | - |12%|35%| - |15%| Bike | - | - | - | - | - | - | - | - |12%|35%| - |01%| Recon | - | - | - | - | - | - | - | - |18%|35%| - |01%| Flare | - | - | - | - | - | - | - | - |18%|35%| - |05%| Anti-Air | - | - | - | - | - |70%|70%|75%|105|120|75%|10%| Tank |08%|09%|09%|55%|18%| - | - | - |18%|35%| - |20%| Md Tank |10%|12%|12%|55%|22%| - | - | - |24%|40%| - |35%| War Tank |12%|14%|14%|65%|28%| - | - | - |35%|45%| - |55%| Artillery |45%|55%|55%|105|65%| - | - | - | - | - | - |45%| Anti-Tank | - | - | - | - | - | - | - | - |45%|55%| - |55%| Rockets |55%|65%|65%|105|75%| - | - | - | - | - | - |55%| Missiles | - | - | - | - | - |100|100|100|120|120|100| - | Battleship |50%|65%|65%|95%|75%| - | - | - | - | - | - |55%| Carrier | - | - | - | - | - |35%|35%|40%|45%|55%|40%| - | Submarine |110|55%|20%|120|85%| - | - | - | - | - | - | - | Cruiser |38%|95%|28%|85%|40%|105|105|105|120|120|105| - | Gunboat |40%|40%|40%|75%|55%| - | - | - | - | - | - | - | Fighter | - | - | - | - | - |55%|65%|80%|120|120|65%| - | Bomber |85%|95%|50%|120|95%| - | - | - | - | - | - |90%| Duster | - | - | - | - | - |40%|45%|55%|75%|90%|45%|01%| B Copter |25%|25%|05%|85%|25%| - | - | - |65%|85%| - |20%| Seaplane |65%|55%|40%|105|85%|45%|55%|65%|85%|95%|55%|55%| -------------------- ~2G.Weather Effects~ -------------------- As you might expect, there are several different types of weather effects that can happen across the battlefield. The first technically isn't a weather effect. Fog of War blankets the battlefield in blacked dust. You can't see any enemy units in the blackness unless that square is in at least one of your units' vision range. Ruins, Forests, Reefs, and Mist hide units during Fog of War. Enemy units can't see units hiding in these terrains unless one of their units passes the tile their hiding in on their turn, tries moving onto/through that tile (and fails because there's a unit hiding there), or uses a Flare to light up the tile. Rainy weather turns the battlefield into Fog of War if it isn't already, but all units have their vision lowered to one. Snowy weather will reduce the movement of all units by one. Sandstorms will reduce the attack power of all units by 30%. If Penny is your CO, then regardless if she is boarded on a unit or not, ALL of her units aren't affected by the weather. She is still subject to Fog of War (technically it isn't a weathe effect), but snow, sandstorms, and rain won't affect her units at all. -------------- ~2H.Promotion~ -------------- New to Advance Wars is promoting units. Whenever a unit gets a kill, they will increase in level. There are three levels--I, II, and Veteran. Level I grants the unit a 5% attack power boost. Level II gets a 10% attack boost. Veteran units get a 20% attack and defensive boost. If two units join eachother, the rank of the unit will be the highest rank of the units that joined. So, if a Veteran and level I Tank join, the new Tank will be a Veteran. When a CO boards a unit, that unit is instantly made a Veteran. Units cannot demote in level. --------------------- ~2I.Campaign Scoring~ --------------------- Now that you know how to use units effectively, you can figure out what you need to do to get the best scores possible in campaign mode. You are scored in the same three catagories as usual--Speed, Power, and Technique. However, the last two have had their requirements changed a bit. Also, each score can recieve a maximum of 150 points, so your total can reach 450. Yet, this is impossible to reach on most maps. Speed remains the same--it's how fast you complete the map. There is a certain time limit to earn 150 points, and a certain one for 100 points. After you pass the 100 point time limit, the Speed score slowly drops down to zero (finishing between these two time limits will result in a score between 150 and 100). Power has changed. Normally it was destroying 10% of the enemy army on one turn, but now it's based on a certain ratio. It involves the total percentage of damage dealt (as seen ingame), the amount of times you launched an attack (including counterattacks), and the amount of kills you earned. More damage and kills, while having few attacks, is key to earning as many points as possible in Power. Technique has also changed. Normally it was losing less than 20% or your units, but now it's drastically different. It is also a ratio of how many units you used in comparison to how many units the enemy used. It has been roughly determined that in order to get 150 points, you need to have used about 65% as many units as your enemy. So if they used 10 units, using 6 (all formulas in the game round down) or less would result in 150 points. Units lost also effect technique, so play agressive, but also careful. You also get various ranks for how many total points you get: S Rank--300+ A Rank--250-299 B Rank--200-249 C Rank--199- =========================================================================== ~3.CO Center~ =========================================================================== As usual, there are a variety of CO's (Commanding Officers) you can choose from. Each of them have their own innate abilities which affect the battlefield, and most of them have CO Powers which can help change the tide of war. CO Powers work differently now, however, and most of the CO's aren't broken as was the case in previous games. ------------------------------------ ~3A.Commanding Officer Descriptions~ ------------------------------------ There's a variety of CO's, and most of them have their own individual CO Power. They all have a CO Zone, and the effects of their zone is also noted here. Any special abilities they have will be mentioned. ======== ~~Will~~ ======== Will is a cadet in the former Rubinelle Army, joining with Brenner after |
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