Advance Wars: Days of Ruin Walkthrough :
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Walkthrough - FAQ/Walkthrough
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/ | ____/ / ______ _____ ________ | | / /___ ___________
/ /| |/ __ / | / / __ `/ __ \/ ___/ _ \ | | /| / / __ `/ ___/ ___/
/ ___ / /_/ /| |/ / /_/ / / / / /__/ __/ | |/ |/ / /_/ / / (__ )
/_/ |_\__,_/ |___/\__,_/_/ /_/\___/\___/ |__/|__/\__,_/_/ /____/
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| \ __ _ _ _ ___ ___ / _| | _ \_ _(_)_ _
| |) / _` | || (_-< / _ \ _| | / || | | ' \
|___/\__,_|\_, /__/ \___/_| |_|_\\_,_|_|_||_|
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Created: January 24, 2008
Updated: November 17, 2009
Author: David Kim (DTaeKim)
E-Mail: dtk@warsworldnews.com
Copyright 2008-2009 by David Kim
This walkthrough may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site other than
gamefaqs.com, neoseeker.com, and supercheats.com, or distributed publicly
without advance written permission. Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation of
copyright.
===============================================================================
TABLE OF CONTENTS
0.0.0) INTRODUCTION - READ THIS
1.0.0) GAME MECHANICS
1.1.0) UNIT RANKS
1.2.0) COMMANDING OFFICER MECHANICS
1.3.0) TERRAIN
1.4.0) DAMAGE FORMULA
1.5.0) DAMAGE CHART
1.6.0) WEATHER
1.9.0) SCORING
1.9.1) SPEED
1.9.2) POWER
1.9.3) TECHNIQUE
2.0.0) CAMPAIGN GUIDE (21/26 DONE)
2.0.1) DAYS OF RUIN
2.0.2) A SINGLE LIFE
2.0.3) FREEHAVEN
2.0.4) MOVING ON
2.0.5) NEW ALLIES
2.0.6) FEAR EXPERIMENT (INCOMPLETE)
2.0.7) A KIND OF HOME
2.0.8) A NEW THREAT
2.0.9) THE BEAST
2.1.0) ALMOST HOME
2.1.1) A STORM BREWS
2.1.2) HISTORY OF HATE
2.1.3) GREYFIELD STRIKES
2.1.4) A HERO'S FAREWELL
2.1.5) ICY RETREAT
2.1.6) HOPE RISING
2.1.7) THE CREEPER
2.1.8) PANIC IN THE RANKS
2.1.9) SALVATION
2.2.0) WAYLON FLIES AGAIN
2.2.1) LIN'S GAMBIT (INCOMPLETE)
2.2.2) THE GREAT OWL (INCOMPLETE)
2.2.3) SACRIFICIAL LAMB (INCOMPLETE)
2.2.4) CRASH LANDING
2.2.5) LAB RATS (INCOMPLETE)
2.2.6) SUNRISE
5.0.0) TRIAL MAPS GUIDE (37/38 DONE)
5.0.1) EXTREME EDGE
5.0.2) SHADE COAST
5.0.3) FELINE BASIN
5.0.4) METRO ISLAND
5.0.5) EERIE LAKE
5.0.6) CLEAR ISLAND
5.0.7) TATTER RIVER
5.0.8) D-ISLAND
5.0.9) HOURGLASS
5.1.0) BLADE ISLES
5.1.1) STAR ISLANDS
5.1.2) INTRICATE MAP
5.1.3) V FOR VICTORY!
5.1.4) FRAGMENT ISLES
5.1.5) JAY ISLANDS (INCOMPLETE)
5.1.6) PENTAGRAM
5.1.7) COAST ASSAULT
5.1.8) CAT ISLAND
5.1.9) GROUND CLASH
5.2.0) SLIME COVE
5.2.1) DUO FALLS
5.2.2) PERIL MAZE
5.2.3) METRO MAP
5.2.4) WEDDING RING
5.2.5) LAND'S END
5.2.6) BOUNTY RIVER
5.2.7) TIME MAP
5.2.8) PLASMA BUBBLE
5.2.9) TRIANGLE LAKE
5.3.0) DESTINY OCEAN
5.3.1) COMB MAP
5.3.2) RESISTANCE
5.3.3) MISSILE
5.3.4) WEB RIVER
5.3.5) CENTER RIVER
5.3.6) MOUNTAIN PASS
5.3.7) FIRE & WATER
5.3.8) WHIRL PEAKS
8.0.0) COMMANDING OFFICERS
8.1.1) WILL
8.1.2) BRENNER
8.1.3) LIN
8.1.4) ISABELLA
8.2.1) TASHA
8.2.2) GAGE
8.2.3) FORSYTHE
8.3.1) WAYLON
8.3.2) GREYFIELD
8.4.1) PENNY
8.4.2) TABITHA
8.4.3) CAULDER
9.0.0) VERSION HISTORY
9.9.9) CREDITS
===============================================================================
0.0.0) INTRODUCTION
===============================================================================
For the latest updates to this guide, skip to the version history.
If you are searching for a specific map, use the numbers provided above.
First, this is not the work of one person. It is a collective effort by a
great community, who is credited at the end of this document. If it was not
for their work, it would be years before this guide can be completed. If you
would like to join the discussion, visit the following link:
http://forums.warsworldnews.com/viewtopic.php?t=9909
This guide covers the mechanics, campaign maps, and trial maps in Advance
Wars: Days of Ruin. There will be spoilers for the later campaign maps,
but other than that, I will attempt to avoid ruining the story whenever I can.
The Trial Maps are Advance Wars: Days of Ruin's replacement to War Room from
the previous games. You can no longer select your CO, and the scores may
exceed 300 points this time around. Coupled with the change in the application
of a commanding officer's abilities and powers, it can be a shock for the
veteran Advance Wars player.
A perfect day-to-day guide for all of the maps is impossible. The smaller
maps are more likely to have a guide available, but the larger ones will have
an opening strategy followed with an outline. I apologize in advance for some
of the later missions, but the AI simply refuses to cooperate and I do not have
the time to find every single possible movement the AI may follow in that map.
Besides, a good opening strategy is half the battle.
Each map will have two time limits listed. The first one is the limit for the
150-pt. speed score, even if it's impossible. The second one is the limit for
the 100-pt speed score. Your CO will be listed along with the enemy COs and
special conditions such as Fog of War or weather will be noted. A maximum
score for each map will be listed, because some maps cannot be completed with
the perfect 450-pts. This is because certain maps simply cannot be done
in the allotted time limit while others give you a set number of units,
limiting the technique score. Most of the campaign missions fall under this
category.
Many of the guides may need restarting because the AI may not cooperate.
If you do not have the patience to redo maps until the perfect storm of AI
movement occurs, you may want to steer clear of some of these strategies.
Do not e-mail me claiming that a listed guide does not work, because I have
tested these guides myself and I can confirm they do work given time and
persistence.
If a guide simply refuses to work, I suggest restarting the map entirely.
Any strategy that requires the destruction of certain units can be reloaded
from the previous save, since damage varies when a save is loaded, but enemy
movement is far less likely to change when a save is loaded. If you want to
try and change the RNG of this game, entering the options menu and fiddling
with Battle Animations seems to do that.
Since I've received an e-mail about "impossible movements," I want to clarify
that my movement will appear to go through mountain ranges, rivers, etc. I
believe that typing out instructions such as 2N 1E 3S appears cluttered, which
is why my movement simply aims for the target destination. If I receive more
e-mails about this, I may reconsider my decision.
Due to the nature of this FAQ, it is indeed possible that I may have made
mistakes in my transcription and/or reversed my directions. Feel free to send
me an e-mail detailing my mistake and I will update it as soon as possible.
If you would like to know my planned updates, check this list.
Pending
-------
Updated C20 - Waylon Flies Again
===============================================================================
1.0.0) GAME MECHANICS
===============================================================================
1.1.0) UNIT RANKS
There are three ranks in AW:DoR, separated into Rank I, Rank II, and Veteran.
When a unit destroys an enemy unit, its rank increases. Two kills will give
the unit Rank II, and three kills will give the unit veteran status.
Rank I increase the unit's offense by 5%.
Rank II increases the unit's offense by 10%.
Veteran increases the unit's offense and defense by 20%.
Loading a CO into a unit automatically gives the unit Veteran status.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.2.0) COMMANDING OFFICER MECHANICS
The COs in the game will be covered in-depth later in the FAQ, but I want to
cover the specifics here for the damage formula.
In Campaign, you can use a CO in battle after mission 16. In order to use the
CO's abilities in battle, he or she must be loaded into a unit. This can only
be done if the unit is located on a production facility or the HQ and you can
pay 50% of the unit you want to load your CO in.
When a CO is loaded into a unit, the unit automatically gains Veteran status.
In addition to CO's ability, each unit under the CO zone gains 10% offense and
defense. This means Will's direct units are actually 130/110 under his zone.
This also means Tabitha's CO unit has 180/180 stats overall (50% from her CO
ability, 10% from the CO zone, and 20% from the Veteran status).
Once a CO is on the field, he or she can charge the CO power. The CO meter is
divided into 12 parts. For every 5 HP of damage dealt by a unit within the CO
zone, one part is charged. Once six parts are charged (30 HP of damage dealt),
the CO zone increases by 1. When twelve parts are charged (60 HP of damage
dealt), the CO zone is increased by 1 again and the option of using the CO
power is available.
Using a CO power will take that unit's turn. Once used, the CO zone extends to
all units under the CO's command for that turn only. Afterwards, the CO meter
is emptied and the CO zone reverts to its default range. Unlike previous
games, the CO meter does NOT increase in cost after use.
Counterattacks only charge the CO meter if the enemy unit is within the CO
zone. This appears to be a bug in the game. This means Tabitha cannot charge
her CO meter with counterattacks until she charges her meter halfway.
Note that the information pertaining to CO powers is completely irrelevant to
Forsythe and Caulder because those two do not have one to begin with.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.3.0) TERRAIN
Terrain offers a defensive bonus to units, alters the movement of units, and
may hide units in Fog of War, among other things. A list of the terrain is
provided below, and a table of movement costs can be found at the end of this
section.
Note that each * is equal to 1% defense per HP. Air units do not benefit from
terrain stars.
Plain
Defense: *
Notes: Temporary airports can be built on these with Rigs.
Road
Defense:
Notes: None
Wood
Defense: ***
Notes: Hides ground units in Fog of War.
Mountain
Defense: ****
Notes: In Fog of War, increases the vision range of Infantry and Mechs by 3.
Wasteland
Defense: **
Notes: None
Ruins
Defense: *
Notes: Hides ground units in Fog of War.
Fire
Defense:
Notes: Impassable, lights a 5x5 diamond around it in Fog of War.
Sea
Defense:
Notes: None
Bridge
Defense:
Notes: Naval units can pass under bridges. You cannot load or drop units from
Landers and Gunboats onto here.
River:
Defense:
Notes: None
Beach
Defense:
Notes: Landers and Gunboats can load and drop units here, and temporary ports
can be built on these with Rigs.
Rough Sea
Defense: **
Notes: None
Mist
Defense: *
Notes: Hides naval units in Fog of War.
Reef
Defense: **
Notes: Hides naval units in Fog of War.
City
Defense: **
Notes: Provides income, resupplies and repairs ground units.
Com Tower
Defense: ***
Notes: Provides income and increases offense and defense of allied units by 5%.
Radar
Defense: ***
Notes: Provides income and lights a 5x5 diamond around it in Fog of War.
Silo
Defense: **
Notes: Infantry, Mechs, and Bikes can lauch a missile from these, ddealing
3 HP of damage to all units in a 3x3 diamond.
Plasma
Defense:
Notes: Impassable, vanishes if a nearby Meteor is destroyed.
Meteor
Defense:
Notes: Impassable, destroying this removes nearby plasma and leaves a Plain
tile.
Factory
Defense: ***
Notes: Provides income, builds, resupplies and repairs ground units.
Airport
Defense: ***
Notes: Provides income, builds, resupplies and repairs air units.
Port
Defense: ***
Notes: Provides income, builds, resupplies and repairs naval units.
Temp Airprt
Defense: *
Notes: Resupplies and repairs air units. You can build one on a Plain with a
Rig.
Temp Port
Defense: *
Notes: Resupplies and repairs air units. You can build one on a Beach with a
Rig.
HQ
Defense: ****
Notes: Provides income, resupplies and repairs ground units. Capturing this
ends the battle.
Movement Cost
---------------------------------------------------------------
Terrain| P | R | W | M | W | R | F | S | B | R | B | R | M |
| l | o | o | o | a | u | i | e | r | i | e | o | i |
| a | a | o | u | s | i | r | a | i | v | a | u | s |
| i | d | d | n | t | n | e | | d | e | c | g | t |
| n | | | t | e | s | | | g | r | h | h | |
| s | | | a | l | | | | e | | | | |
| | | | i | a | | | | | | | S | |
| | | | n | n | | | | | | | e | |
| | | | | d | | | | | | | a | |
Move Type | | | | | | | | | | | | | |
---------------------------------------------------------------
Infantry | 1 | 1 | 1 | 2 | 1 | 1 | - | - | 1 | 2 | 1 | - | - |
---------------------------------------------------------------
Mech | 1 | 1 | 1 | 1 | 1 | 1 | - | - | 1 | 1 | 1 | - | - |
---------------------------------------------------------------
Tire A | 2 | 1 | 3 | - | 3 | 2 | - | - | 1 | - | 2 | - | - |
---------------------------------------------------------------
Tire B | 1 | 1 | 3 | - | 3 | 1 | - | - | 1 | - | 2 | - | - |
---------------------------------------------------------------
Tank | 1 | 1 | 2 | - | 2 | 1 | - | - | 1 | - | 1 | - | - |
---------------------------------------------------------------
Air | 1 | 1 | 1 | 1 | 1 | 1 | - | 1 | 1 | 1 | 1 | 1 | 1 |
---------------------------------------------------------------
Ship | - | - | - | - | - | - | - | 1 | 1 | - | - | 2 | 1 |
---------------------------------------------------------------
Transport | - | - | - | - | - | - | - | 1 | 1 | - | - | 2 | 1 |
---------------------------------------------------------------
-----------------------------------------------------------
Terrain| R | P | C | C | R | S | F | A | P | T | T | H |
| e | l | i | o | a | i | a | i | o | e | e | Q |
| e | a | t | m | d | l | c | r | r | m | m | |
| f | s | y | | a | o | t | p | t | p | p | |
| | m | | T | r | | o | o | | | | |
| | a | | o | | | r | r | | A | P | |
| | | | w | | | y | t | | i | o | |
| | | | e | | | | | | r | r | |
| | | | r | | | | | | p | t | |
Move Type | | | | | | | | | | t | | |
-----------------------------------------------------------
Infantry | - | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
-----------------------------------------------------------
Mech | - | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
-----------------------------------------------------------
Tire A | - | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
-----------------------------------------------------------
Tire B | - | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
-----------------------------------------------------------
Tank | - | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
-----------------------------------------------------------
Air | 1 | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
-----------------------------------------------------------
Ship | 2 | - | - | - | - | - | - | - | 1 | - | 1 | - |
-----------------------------------------------------------
Transport | 2 | - | - | - | - | - | - | - | 1 | - | 1 | - |
-----------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.4.0) DAMAGE FORMULA
The damage formula is different from the one used in Advance Wars 2: Black
Hole Rising and Advance Wars: Dual Strike.
Damage = Base Damage * (Total Offense / Total Defense) * (Current HP / 10)
For example, if a 10 HP Tabitha/Tank was attacking a Brenner/Tank on ruins...
Damage = 55% * ((100 + 20 + 10 + 50) / (100 + 20 + 10 + 20 + 10)) * (10 / 10)
= 55% * (180 / 160) * 1
= 55% * 1.125
= 61.875 rounds down to 61%
The game will always round down numbers.
After the damage calculation is done, there may be a chance of additional
damage in the form of luck. The game randomly adds 0 to 10% damage to the
damage reading.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.5.0) DAMAGE CHART
The damage values listed here are done without any CO, terrain bonus, and
only consider the main weapon used against the defender.
Vs. Ground Units
------------------------------------------------------------------
Defender| I | M | B | R | F | A | T | M | W | A | A | R | M | R |
| n | e | i | e | l | n | a | d | a | r | n | o | i | i |
| f | c | k | c | a | t | n | | r | t | t | c | s | g |
| a | h | e | o | r | i | k | T | | l | i | k | s | |
| n | | | n | e | | | a | T | r | | e | i | |
| t | | | | | A | | n | a | y | T | t | l | |
| r | | | | | i | | k | n | | a | s | l | |
| y | | | | | r | | | k | | n | | e | |
| | | | | | | | | | | k | | s | |
Attacker | | | | | | | | | | | | | | |
------------------------------------------------------------------
Infantry | 55| 45| 45| 12| 10| 3| 5| 5| 1| 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| 5| 8| 5| 1| 15| 35| 35| 35| 20|
------------------------------------------------------------------
Recon | 75| 65| 65| 35| 30| 8| 8| 5| 1| 45| 25| 55| 55| 45|
------------------------------------------------------------------
Flare | 80| 70| 70| 60| 50| 45| 10| 5| 1| 45| 25| 55| 55| 45|
------------------------------------------------------------------
Anti-Air |105|105|105| 60| 50| 45| 15| 10| 5| 50| 25| 55| 55| 50|
------------------------------------------------------------------
Tank | 75| 70| 70| 85| 80| 75| 55| 35| 20| 70| 30| 85| 85| 70|
------------------------------------------------------------------
Md Tank | 90| 80| 80| 95| 90| 90| 70| 55| 35| 85| 35| 90| 90| 90|
------------------------------------------------------------------
War Tank |105| 95| 95|105|105|105| 85| 75| 55|105| 40|105|105|105|
------------------------------------------------------------------
Artlry | 90| 85| 85| 80| 75| 65| 60| 45| 35| 75| 55| 80| 80| 70|
------------------------------------------------------------------
Anti-Tank| 75| 65| 65| 75| 75| 75| 75| 65| 55| 65| 55| 70| 70| 65|
------------------------------------------------------------------
Rockets | 95| 90| 90| 90| 85| 75| 70| 55| 45| 80| 65| 85| 85| 80|
------------------------------------------------------------------
Bomber |115|110|110|105|105| 85|105| 95| 75|105| 80|105| 95|105|
------------------------------------------------------------------
Duster | 55| 45| 45| 18| 15| 5| 8| 5| 1| 15| 5| 20| 20| 15|
------------------------------------------------------------------
Seaplane | 90| 85| 85| 80| 80| 45| 75| 65| 55| 70| 50| 80| 70| 75|
------------------------------------------------------------------
B-Copter | 75| 65| 65| 75| 75| 10| 70| 45| 35| 64| 20| 75| 55| 65|
------------------------------------------------------------------
B-Ship | 75| 70| 70| 70| 70| 65| 65| 50| 40| 70| 55| 75| 75| 65|
------------------------------------------------------------------
Vs. Air and Naval Units
----------------------------------------------------------
Defender| F | B | D | S | B | T | G | C | S | C | B | L |
| i | o | u | e | | | u | r | u | a | | a |
| g | m | s | a | C | C | n | u | b | r | S | n |
| h | b | t | p | o | o | b | i | | r | h | d |
| t | e | e | l | p | p | o | s | | i | i | e |
| e | r | r | a | t | t | a | e | | e | p | r |
| r | | | n | e | e | t | r | | r | | |
| | | | e | r | r | | | | | | |
| | | | | | | | | | | | |
Attacker | | | | | | | | | | | | |
----------------------------------------------------------
Infantry | | | | | 8 | 30| | | | | | |
----------------------------------------------------------
Mech | | | | | 12| 35| | | | | | |
----------------------------------------------------------
Bike | | | | | 12| 35| | | | | | |
----------------------------------------------------------
Recon | | | | | 18| 35| | | | | | |
----------------------------------------------------------
Flare | | | | | 18| 35| | | | | | |
----------------------------------------------------------
Anti-Air | 70| 70| 75| 75|105|120| | | | | | |
----------------------------------------------------------
Tank | | | | | 18| 40| 55| 9| 9| 8| 8| 18|
----------------------------------------------------------
Md Tank | | | | | 24| 40| 55| 12| 12| 10| 10| 22|
----------------------------------------------------------
War Tank | | | | | 35| 45| 65| 14| 14| 12| 12| 28|
----------------------------------------------------------
Artlry | | | | | | |100| 55| 55| 45| 45| 65|
----------------------------------------------------------
Anti-Tank| | | | | 45| 55| | | | | | |
----------------------------------------------------------
Rockets | | | | | | |105| 65| 65| 55| 55| 75|
----------------------------------------------------------
Missiles |100|100|100|100|120|120| | | | | | |
----------------------------------------------------------
Fighter | 55| 65| 80| 65|120|120| | | | | | |
----------------------------------------------------------
Bomber | | | | | | |120| 50| 95| 85| 85| 95|
----------------------------------------------------------
Duster | 40| 45| 55| 45| 75| 90| | | | | | |
----------------------------------------------------------
Seaplane | 45| 55| 65| 55| 85| 95|105| 40| 55| 65| 45| 85|
----------------------------------------------------------
B-Copter | | | | | 65| 85| 85| 5| 25| 25| 25| 25|
----------------------------------------------------------
Gunboat | | | | | | | 75| 40| 40| 40| 40| 55|
----------------------------------------------------------
Cruiser |105|105|105|105|120|120| 85| 28| 95| 38| 38| 40|
----------------------------------------------------------
Sub | | | | | | |120| 20| 55|110| 80| 85|
----------------------------------------------------------
Carrier | 35| 35| 40| 40| 45| 55| | | | | | |
----------------------------------------------------------
B-Ship | | | | | | | 95| 65| 65| 50| 45| 75|
----------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.6.0) WEATHER
There are three weather conditions in the game: snow, rain and sandstorm.
Snow decreases the movement of all units by 1.
Rain brings Fog of War and reduces the vision of all units to 1.
Sandstorm reduces the offense of all units by 30%.
Penny is immune to weather, but she is still affected by Fog of War during
rain. Instead, her units are unaffected by the vision penalty.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.9.0) SCORING
Scoring in AW: DoR is divided into three categories: speed, power, and
technique. Depending on the sum of these three scores, you may receive one of
four ranks: S, A, B, or C.
S-rank: 300 - 450
A-rank: 250 - 299
B-rank: 200 - 249
C-rank: 0 - 199
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.9.1) SPEED
The speed score is straightforward. The faster you finish the map, the higher
the score.
Translucent Air has devised the two equations needed for the speed score.
The 100-150 pts. formula:
200 - "Day of Completion" * (100 / "Speed Limit" )
The sub 100 pts. formula:
100 - "Days Tardy" * ( 100 / ( 3 * "Speed Limit" ) )
"Day of Completion" = Day that mission was completed
"Speed Limit" = Singular day that 100 pts. can be achieved
"Days Tardy" = "Day of Completion" - "Speed Limit"
The 150-pt. speed mark is half that of the 100-pt. one.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.9.2) POWER
Power depends on the amount of damage dealt and the number of attacks done.
This is the most complicated calculation, but Translucent Air has found the
algorithms.
The 100-150 pts. formula:
Floor { [ Total of Damage Percentages + ( Number of Enemies Destroyed * 100 ) ]
/ Number of Attacks }
The sub 100 pts. formula:
Floor { 2 * [ Total of Damage Percentages + ( Number of Enemies Destroyed *
100 ) ] / Number of Attacks } - 100
Total of Damage Percentages = Total of all damage percentages of allied attacks
made during all allied offensive turns
(whole numbers only)
Number of Enemies Destroyed = Number of enemies destroyed during all allied
offensive turns
Number of Attacks = Number of allied attacks made during all allied offensive
turns
Counterattacks do not affect the power score, but any attacks done by an allied
unit ARE factored in the calculations.
In summary, you must OHKO a unit in order to have a chance of earning 150
points in power. 2HKOs that deal more than 50% damage will earn 100 points,
while 3HKOs will reduce your power score.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.9.3) TECHNIQUE
Technique depends on the ratio of allied to enemy units. If you get a decimal,
round the value down.
The 100-150 pts. formula:
Floor { 62.5 * ( Magnitude of Enemy Army / Magnitude of Allied Army ) } + 50
The below 100 pts. formula:
floor { 125 * ( Magnitude of Enemy Army / Magnitude of Allied Army ) }
Magnitude of Enemy Army = Number of deployed enemy units -
Number of times enemy units were joined
Magnitude of Allied Army = Number of deployed allied units +
Number of allied units lost
For some reason, some missions assume there are four more enemy units than
the actual number. Examples include C4 - Moving On and C11 - A Storm Brews.
In short, the combination of your units, lost units, and enemy units joined
must not be more than 5/8 of the enemy's total forces.
===============================================================================
2.0.0) CAMPAIGN GUIDE (INCOMPLETE)
===============================================================================
2.0.1.) C1 - Days of Ruin
Author: ALAKTORN
Maximum Score: 362 pts
150-pt. time limit: 2 days
100-pt. time limit: 4 days
Player CO: Brenner
Enemy CO(s): The Beast
Special Condition(s): None
Overview: This mission introduces you to the basics of movement and combat.
You can access the tutorial anytime by entering the menu and
selecting Tutorials. Obtaining the perfect score on this map
requires a tremendous amount of luck because it relies on The Beast
making an attack that is very counter-intuitive to the normal
player. Personally, I've never seen it happen, but a lot of people
have verified the strategy, which is why it makes the guide.
Day 1:
- Move Bike 2E.
Day 2:
- Move Recon 1N 1E.
- Move Tank 1N 5E.
The Beast Day 2:
- His Infantry must attack your Tank.
- His Recon must attack your Recon.
Day 3:
- Move Tank 2S 2W and destroy enemy Recon from the east.
- Move Recon 1N 1E.
The Beast Day 3:
- His Bike must attack your Recon.
Day 4:
- Destroy enemy Bike with Tank from the south.
- Move Recon 1E and destroy enemy Infantry from the east.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.0.2) C2 - A Single Life
Author: ALAKTORN
Maximum Score: 419 pts
150-pt. time limit: 2 days
100-pt. time limit: 5 days
Player CO: Brenner
Enemy CO(s): The Beast
Special Condition(s): None
Overview: This mission introduces you to terrain, Artillery, and the importance
of chokepoints. The perfect score requires a bit of luck to manage,
while the guide below details a straight-forward 400-pt guide.
Fortunately, this guide is one of the few that does not rely on saves
or reloads. However, the perfect score strategy requires that the
Infantry attacks your Tank, which is a rare event.
Day 1:
- Move Infantry 1S 1W.
- Move Tank 1E.
- Move Artillery 1E.
Day 2:
- Destroy enemy Recon with Artillery.
- Move Infantry 1S 1W.
Day 3:
- Destroy enemy Recon with Artillery.
- Move Infantry 1E and attack enemy Infantry from the south.
Day 4:
- Destroy enemy Infantry with Infantry from the south if available.
- Destroy enemy Tank with Artillery.
Day 5:
- Destroy enemy Bike with Artillery.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.0.3) C3 - Freehaven
Author: ALAKTORN
Maximum Score: 400 pts
150-pt. time limit: 2 days
100-pt. time limit: 5 days
Player CO: Brenner
Enemy CO(s): The Beast
Special Condition(s): None
Overview: This mission reinforces chokepoints in strategy and introduces the
concept of joining units. For the perfect score, we're going to
take advantage of those chokepoints.
One Tank will score all of the kills, allowing it veteran status.
This gives the unit the firepower needed to increase our power score,
while the Artillery destroys the rest of the units, giving it veteran
status and the power to destroy the last enemy Bike in one hit.
Unfortunately, increasing the power score means we will need saves
and reloads in order to score OHKOs on that 93% match-up.
Day 1:
- Move western Mech 2N and attack enemy Infantry from the west.
- Move western Tank 5N and destroy enemy Infantry from the south.
- Move remaining Mech 2N.
- Move remaining Tank 5N 1W.
- Move Artillery 4N 1E.
The Beast Day 1:
- He must attack your western Mech with his Infantry.
Day 2:
- Move eastern Tank 1W 3N and attack enemy Recon from the west.
- Destroy enemy Recon with Artillery.
- Destroy enemy Infantry with Tank from the south.
- Move western Mech 2E.
- Move remaining Mech 1N.
Day 3:
- Save here.
- Move southern Tank 1E 3N and DESTROY enemy Recon from the south. Reload if
this does not happen.
- Move remaining Tank 2N 2E and attack enemy Tank from the north.
- Destroy enemy Tank with Artillery.
- Move eastern Mech 1N 1E and attack enemy Artillery from the south.
- Move remaining Mech 1E.
Day 4:
- Destroy enemy Artillery with Artillery.
- Move eastern Mech 2W.
- Move remaining Mech 2N and join with wounded Mech.
- Move southern Tank 3E and destroy enemy Recon from the west.
Day 5:
- Destroy enemy eastern Bike with Artillery.
- Destroy enemy Bike with veteran Tank.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.0.4) C4 - Moving On
Author: -STL-
Maximum Score: 378 pts
150-pt. time limit: 1 day
100-pt. time limit: 3 days
Player CO: Lin
Enemy CO(s): The Beast
Special Condition(s): Fog of War
Overview: This mission introduces you to the Flare and Fog of War. The most
difficult aspect of the perfect score is getting Team Bravo to
survive Day 1. In order for this to happen, the Infantry must have
7 HP and must keep a good portion of that 7 HP intact. Again, if
you have animations on, it makes it easier to keep track of things.
The improvement comes from minute improvements in the power score,
allowing five more points. However, it doesn't change the fact that
keeping Team Bravo alive is still dependent on the RNG.
Day 1:
- Fire Flare 4N of its position.
- Move Artillery 1N 1E.
- Move western Mech 2N.
- Move remaining Mech 2N.
- Move Recon 5N.
- Move southern Infantry 3N.
- Move Bike 2W 2N.
- Move northern Infantry 1S and attack enemy Mech from the north. In order to
have the best chance of earning the maximum score, your Infantry must have
7 HP.
- Move Tank 1W 5N and destroy enemy Mech from the south.
The Beast Day 1:
- Your northern Infantry must not die in order to have perfect technique.
- His Recon must attack your Recon.
- His northern Bike must attack your Recon.
- His remaining Bike must attack your southern Mech.
Day 2:
- If the above happened, save here.
- Move Tank 3N 1W and attack enemy Recon from the north. Enemy Recon must have
3 HP left.
- Move Recon 1S 2E.
- Destroy northern enemy Bike with Artillery.
- Destroy enemy Recon with northern Mech.
- Destroy remaining enemy Bike with Flare.
- Move wounded Mech 2N.
The Beast Day 2:
- Enemy Recon must suicide on wounded Mech. Good game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.0.5) C5 - New Allies
Author: ALAKTORN
Maximum Score: 426 pts
150-pt. time limit: 6 days
100-pt. time limit: 12 days
Player CO: Brenner
Enemy CO(s): The Beast
Special Condition(s): None
Overview: By allowing the Infantry to survive along with the Mech, the
technique score can be increased to 126 pts. However, this requires
that the Infantry survives along with the Mech. By keeping those
two units as far from the action along with the use of defensive
cover, you can buy enough time for your Bike to sneak in and finish
the job.
Unfortunately, this does not change the amount of luck needed to
make this guide work. On the other hand, you have a new score to
show for your accomplishments.
Day 1:
- Move Infantry 2W 1S.
- Move Mech 1W.
- Move Bike 5E.
- Move Recon 2E 3N.
- Move Tank 4E 2N.
- Move Artillery 3E 2N.
The Beast Day 1:
- His northern Recon must move 1W of the northern neutral city.
- His remaining Recon must move 3S of the northern neutral city.
Day 2:
- If the above happens, save here.
- Move Infantry 2W.
- Move Bike 5E.
- Move Recon 3E 2N.
- Move Tank 2E.
- Move Artillery 2N 3E.
The Beast Day 2:
- First, The Beast must destroy your Artillery with two Tanks.
- Second, The Beast must attack your Infantry with his southern Recon.
- Third, The Beast must attack your Recon with his remaining Recon.
- Finally, The Beast must destroy your Recon with his remaining Tank.
Day 3:
- Move Bike 1E 2N.
- Move Tank 3S 1E.
The Beast Day 3:
- Three enemy Tanks must attack and destroy your Tank.
- Wounded enemy Recon must move towards your Infantry and Mech.
Day 4:
- Move Infantry 3N.
- Move Bike 4N 1E and begin capturing The Beast's HQ.
Day 5:
- Destroy wounded Recon with Mech.
- Finish capturing The Beast's HQ.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.0.6) C6 - Fear Experiment
Author: N/A
Maximum Score: 425 pts
150-pt. time limit: 9 days
100-pt. time limit: 18 days
Player CO: Will
Enemy CO(s): Penny
Special Condition(s): None
Overview:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.0.7) C7 - A Kind of Home
Author: Blackbird
Maximum Score: 399 pts
150-pt. time limit: 8 days
100-pt. time limit: 16 days
Player CO: Brenner
Allied CO: Waylon
Enemy CO(s): Tasha
Special Condition(s): None
Overview: For the record, Waylon serves one purpose: bait. On that note, a
lot of baiting is needed to lure Tasha's units to her demise.
Day 1:
- Destroy enemy Bomber with southern Missiles.
- Move Mech 2E.
- Move Artillery 1N 4E.
- Move Infantry 1N 2E.
- Move Bike 4N 1E.
- Move northern Anti-Air 2N 4E.
- Move northern Missiles 3N 1E.
- Move Recon 5E.
- Move Tank 2E 4N.
- Move B-copter 3E 3N.
Day 2:
- Destroy enemy Fighter with southern Missiles.
- Move southern Anti-Air 2N and destroy Duster.
- Move Mech 2E.
- Move Artillery 3E.
- Move Infantry 2N 1E.
- Move Bike 5E.
- Move B-copter 6E.
- Move Recon 4E.
- Move northern Anti-Air 1N 1E.
- Move northern Missiles 2E 1S.
- Move Tank 2N 4E.
- Save here.
Tasha Day 2:
- Your Anti-Air must have 4 HP left after being attacked by her Tank.
- Your Recon must have 9 HP left after being attacked by her Duster.
Day 3:
- If the above happens, save here.
- Destroy enemy Bomber with southern Missiles.
- Move Artillery 4W 1N.
- Move Mech 1S 1E and attack enemy Recon from the west.
- Move southern Anti-Air 4E 2S and destroy enemy Recon from the east.
- Destroy enemy Duster with northern Missiles.
- Move Recon 1N.
- Move Bike 4E 1S.
- Move northern Anti-Air 2S 3E.
- Move B-copter 1E 2N and attack enemy Tank from the east.
- Move Tank 2E and destroy enemy Tank from the south.
Day 4:
- Move southern Anti-Air 5E 1S and destroy enemy Mech from the west.
- Move southern Missiles 4E 1N.
- Move Artillery 1N.
- Move Tank 5E 1S and destroy enemy Infantry from the east.
- Move northern Anti-Air 3E 3S.
- Move Recon 7E 1N.
- Move northern Missiles 1N 4E.
- Move B-copter 3E 3S.
- Save here.
Tasha Day 4:
- Your B-copter will be destroyed by her Duster and Fighter.
- Your Recon must survive.
- Your southern Anti-Air must have 4 HP left after being attacked by her
Bomber.
Day 5:
- If the above happens, save here.
- Destroy Duster with northern Missiles.
- Destroy Fighter with southern Missiles.
- Move Tank 6E and destroy Rockets from the north. Reload if this does not
happen.
- Attack enemy Bomber with southern Anti-Air. Her Bomber must have 3 HP left.
- Destroy enemy Bomber with northern Anti-Air.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.0.8) C8 - A New Threat
Author: Morph_o_Ray
Maximum Score: 429 pts
150-pt. time limit: 5 days
100-pt. time limit: 10 days
Player CO: Lin
Enemy CO(s): The Beast
Special Condition(s): None
Overview: I promised a new guide when the D2D for the improved score can be
found. A year later, it has been found.
Using every unit at your disposal, goad The Beast into building more
units in the north while you distract and sneak a loaded T-copter for
the capture. You also want to turn Battle Animations on due to a
certain step in this guide, which does rely on luck.
For those who want the faster guide which scores 9 pts less than this
one and relies on less luck, check below.
7-day Strategy, 429 pts:
Day 1:
- Move Mech 2N and begin capturing neutral city.
- Move Tank 1N 5E.
- Move western Bike 1S 4E.
- Move remaining Bike 2S 2E.
- Load western Infantry into T-copter, move T-copter 1E 5N, and drop Infantry
west.
- Load remaining Infantry into T-copter and move T-copter 2N 4E.
- Move B-copter 2N 4E.
- Move Recon 2S 2E.
Day 2:
- Finish capturing neutral city.
- Move B-copter 5E.
- Move eastern T-copter 2N 4E.
- Move western T-copter 2S.
- Move Infantry 3E and begin capturing neutral factory.
- Move Recon 5E.
Day 3:
- Finish capturing neutral factory.
- Move Recon 3W.
- Move Tank 1E and destroy Recon from the west.
- Move western Bike 5E.
- Load Mech into western T-copter, move T-copter 1W 2N, and drop Mech west.
- Move eastern T-copter 6E.
- Move B-copter 1S 4E.
- Save here.
The Beast Day 3:
- Enemy Recon must attack your Bike and must take close to 1 HP or 1 HP of
counterattack damage.
- Enemy Mech must attack your B-copter for 1 HP of damage.
Day 4:
- Move western Bike 5W.
- Move Tank 1E and destroy enemy Recon from the west.
- Save here.
- Move Recon 2E.
- Move remaining Bike 2E.
- Move Infantry 1W 2N.
- Load Mech into T-copter, move T-copter 3N, and drop Mech north.
- Move eastern T-copter 5S 1E and drop Infantry south.
- Move B-copter 2N 2E and attack enemy Tank from the west.
The Beast Day 4:
- Enemy Flare must not attack your B-copter.
Day 5:
- Move northern Infantry 2W and begin capturing enemy city.
- Load Mech into western T-copter, move T-copter 2S 2E, and drop Mech north.
- Move Recon 8E.
- Move Tank 5E and destroy enemy Mech from the south.
- Move eastern Bike 5E.
- Move remaining Bike 5E.
- Move B-copter 2E 2S.
- Move T-copter 3E 2S.
- Move eastern Infantry 2E.
- Save here.
The Beast Day 5:
- Enemy Flare must attack B-copter from the east.
- Enemy Flare must OH NO! into Mech.
Day 6:
- Save here.
- Finish capturing enemy city.
- Load Mech into T-copter, move T-copter 3E 1N, and drop Mech east.
- Move Recon 1S 3E.
- Move B-copter 1S 1E.
- Move T-copter 4N.
- Move Tank 5E and destroy enemy Tank from the west.
- Move eastern Bike 1S 3E.
- Move remaining Bike 3E 1N.
- Move Infantry 2N and begin capturing The Beast's HQ.
Day 7:
- Destroy enemy Flare with Tank.
- Finish capturing The Beast's HQ.
6-day Strategy, 420 pts:
Day 1:
- Load western Infantry into T-copter, move T-copter 5N 1E, and drop Infantry
west.
- Load eastern Infantry into T-copter and move T-copter 4N 2E.
- Move B-copter 2N 4E.
- Move Recon 2S 3E.
- Move Tank 1N 5E.
- Move Mech 1S 1E.
Day 2:
- Move Recon 5E.
- Move Tank 1E.
- Move Mech 2E.
- Move Infantry 3E and begin capturing neutral factory.
- Move loaded T-copter 5E.
- Move B-copter 5E 1N.
- Move remaining T-copter 6E.
Day 3:
- Finish capturing neutral factory.
- Move Recon 3W.
- Move Mech 2E and destroy enemy Recon from the west.
- Move loaded T-copter 6E.
- Move B-copter 5E 1S.
- Move unloaded T-copter 6E.
Day 4:
- Move western Infantry 2N 1W.
- Move B-copter 2E 1N.
- Move Mech 2W.
- Move Tank 1E and destroy enemy Recon from the west.
- Move Recon 8E.
- Move loaded T-copter 4S and drop Infantry east.
- Move remaining T-copter 3S 2E.
Day 5:
- Move eastern Infantry 3E and begin capturing The Beast's HQ.
- Move Recon 3E.
- Move northern T-copter 2S 3E.
- Move remaining T-copter 5E.
- Move B-copter 2E 3S.
Day 6:
- Finish capturing The Beast's HQ.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.0.9) C9 - The Beast
Author: DTaeKim
Maximum Score: 416 pts
150-pt. time limit: 3 days
100-pt. time limit: 6 days
Player CO: Brenner
Enemy CO(s): The Beast
Special Condition(s): None
Overview: Escort a loaded T-copter with two Fighters, two Bombers, and a Duster
to The Beast's HQ while hoping for favorable AI movement on his part.
You do not want The Beast to block your path to his HQ with his
ground units, which will force a reset.
Day 1:
- Move northern Infantry 1N.
- Move northernmost Duster 2W 2N.
- Move northern Duster 4W 4N.
- Move Anti-Air 1E 4N.
- Move northern Fighter 5E and attack enemy Duster from the west.
- Load Infantry into T-Copter.
- Move northern Bomber 1N 4E and attack enemy Anti-Tank from the west.
- Move southern Bomber 3E 1N and destroy enemy Tank from the west.
- Move Fighter 3N 5E and destroy enemy B-copter from the west.
- Move southern Duster 1E.
- Move T-copter 3S 3E.
Day 2:
- Move T-copter 3S 3E.
- Move southern Duster 3S 3E.
- Move northern Fighter 8S 1W and destroy enemy B-copter from the north.
- Move remaining Fighter 1S 1W and destroy enemy B-copter from the east.
- Move unpromoted Bomber 4E 3S and attack enemy Missiles from the north.
- Move promoted Bomber 2N 4E and attack enemy Anti-Air from the north. It must
not take any damage in the counterattack.
The Beast Day 2:
- Your Bomber must have 6 HP left after being attacked by his Missiles.
Day 3:
- Destroy enemy Missiles from the north with unpromoted Bomber.
- Move promoted Bomber 4S 1E and destroy enemy Anti-Tank from the west.
- Move southernmost Duster 1N 6E.
- Move T-copter 5E 1N and drop Infantry north.
- Move northern Fighter 4S 2W and destroy enemy B-copter.
- Move remaining Fighter 1S 1E.
- Move Anti-Air 2E and destroy enemy B-copter from the south.
Day 4:
- Move Anti-Air 1E and destroy enemy B-copter from the south.
- Both Bombers must attack and destroy enemy War Tank from the west and north.
- Move Infantry 2E and begin capturing The Beast's HQ.
- Move T-copter 6W.
Day 5:
- Finish capturing The Beast's HQ.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.1.0) C10 - Almost Home
Author: aznweirdo718
Maximum Score: 432 pts
150-pt. time limit: 7 days
100-pt. time limit: 14 days
Player CO: Will
Enemy CO(s): The Beast
Special Condition(s): None
Overview: Placement of your pre-deployed units is key to finishing this map
with the highest score possible. The enemy War Tank is neutralized
by surrounding it with your two Dusters. The power score is provided
by a number of units, with the Anti-Air as the main source. Note
that you cannot save the easternmost Infantry, but it serves its
purpose as a distraction.
On Day 5, the enemy Anti-Air does not like to cooperate in its
movement. The guide assumes the best possible situation, but you
will have to make do if you cannot attack that unit from the
preferred position. Use the save on Day 4 to experiment with your
own movement. Note that it is still possible to finish in 7 days
even if the worst case scenario happens.
Day 1:
- Move easternmost Infantry 1N 1E and begin capturing enemy factory.
- Move Recon 2N 4W.
- Move easternmost Infantry 2W.
- Move Bike 5E and begin capturing neutral airport.
- Load Mech into T-copter, move T-copter 5E, and drop Mech east.
- Load Infantry into Rig, move Rig 5E, and drop Infantry east.
- Move Missiles 2E 3N.
- Move Tank 6E.
- Move Anti-Air 6E.
- Move Fighter 1S 8E.
- Move northern Duster 2S 6E.
- Move remaining Duster 8E.
- Move B-copter 4E 2S.
Day 2:
- Finish capturing neutral airport.
- Move easternmost Infantry 1W and begin capturing neutral city.
- Begin capturing neutral factory with Mech.
- Begin capturing neutral city with Infantry.
- Move Rig 2E 3N.
- Move Recon 1W 1S.
- Move Tank 2E 1N.
- Move Anti-Air 2E 1N.
- Move Missiles 2E.
- Move B-copter 4E 2S.
- Move northern Duster 4E 4S.
- Move remaining Duster 4E 4S.
- Move T-copter 3N 1E.
- Move Fighter 5S 4E.
Day 3:
- Finish capturing neutral properties.
- Move Bike 2E 3S.
- Move Tank 1N 2E and attack enemy Anti-Air from the north.
- Move Rig 1W.
- Move Anti-Air 2N 1E and destroy enemy Anti-Air from the west.
- Move T-copter 4S 2E.
- Move B-copter 2S 4E.
- Move northern Duster 2S 6E.
- Move remaining Duster 1S 3E.
- Move Fighter 4S 1E.
- Move Missiles 2E.
- Save here.
The Beast Day 3:
- His Fighter must attack one of your Dusters.
Day 4:
- Move Bike 1W and begin capturing neutral city.
- Destroy enemy Fighter with Missiles.
- Move Fighter 4N 2E.
- Move Anti-Air 5E and destroy enemy Infantry.
- Load Mech into Rig, move Rig 5E, and drop Mech south.
- Move wounded Duster 2S of Anti-Air.
- Move remaining Duster 1S of Anti-Air.
- Load western Infantry into T-copter and move T-copter 2S 2E.
- Move remaining Infantry 2E.
- Move Recon 1N 3E.
- Save here.
- Move B-copter 3S 2E and attack enemy Tank from the south.
- Move Tank 2E 2S and destroy enemy Tank from the north.
The Beast Day 4:
- His Recon must attack your B-copter.
- He must build an Anti-Air in his northern factory.
Day 5:
- Move Bike 1E 3N.
- Move Tank 1S 4E and attack enemy Anti-Air from the west.
- Move Anti-Air 3E 1S and destroy Anti-Air from the north.
- Move northern Duster 4E 3S.
- Move remaining Duster 3S 3E.
- Move Fighter 1W 2N.
- Move B-copter 1E 1S and destroy Recon from the south.
- Move Recon 1S 2E.
- Move Rig 2E 2S.
- Move Mech 1N 1W and begin capturing neutral city.
- Move T-copter 1N 5E and drop Infantry east.
- Move Missiles 1E 1S.
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