Advance Wars: Days of Ruin Walkthrough :
This walkthrough for Advance Wars: Days of Ruin [Nintendo DS] has been posted at 12 Sep 2010 by mark97213 and is called "Unit FAQ". If walkthrough is usable don't forgot thumbs up mark97213 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 - Unit FAQ=================================================== ADVANCE WARS DAYS OF RUIN / DARK CONFLICT UNITS FAQ =================================================== v1.33 (29/Jun/2008) Created By generiX ADVANCE WAR-NING! ----------------- To All Days Of Ruin Owners! I use EU unit names in this FAQ. I do mention US names, but they are NOT commonplace! Neither are US CO names, CO Power names or anything else. ===== INDEX ===== 1. Introduction 2. Game Mechanics a) Damage Formula b) Defense Formula c) Movement Costs Table d) General Strategies 01) Early Game 02) Direct Fire Units 03) Indirect Fire Units 04) COs And CO Powers 05) Choke Point Central 06) How To Beat Various Map Types 3. The Units a) Ground Units 01) Infantry 02) Bazooka/US Mech 03) Motorbike 04) Recon 05) Flare 06) Anti-Air 07) Tank 08) Heavy Tank/US Medium Tank 09) Mega Tank/US War Tank 10) Mech Gun/US Artillery 11) Anti-Tank 12) Rockets 13) Missiles 14) Mobile Workshop/US Rig b) Naval Units 01) Battleship 02) Carrier 03) Submarine 04) Cruiser 05) Lander 06) Missile Boat/US Gunboat c) Aerial Units 01) Interceptor/US Fighter 02) Bomber 03) Fighter/US Duster 04) Battle Helicopter 05) Transport Helicopter 06) Ship Plane/US Seaplane 3. Thanks =============== 1. INTRODUCTION =============== Hello, and welcome to my first FAQ on an Advance Wars game! Simply put, the Advance Wars series is easily one of the most underadvertised games Nintendo make, and also one of the best! If you've never played Advance Wars before (why are you looking at this then?), it is probably best that you go out and find a copy of the original game and get hooked up (AW:DC, while it is absolutely BRILLIANT, it's also extremely difficult, almost on par with AW2). I aim to lend the uninitiated a helping hand with the game by listing details on the 26 units of the game. Personally, this game is right up there as one of THE best games in the world. The previous incarnations were also brilliant, but AW2 was frustratingly difficult, and AW:DS was, in a word, unbalanced. Even an absolute idiot could win thanks to some COs who were beyond broken, and to some units which were almost unstoppable. Now, AW:DC is perfectly balanced, there are no overpowerful COs (well, one), and every unit can be countered, resulting in a strategic masterpiece with potentially limitless replay value (thanks to an awesome map editor). Differences Between AW:DC and AW:DOR ------------------------------------ * A lot of identities are different, such as the army titles, CO names, CO Power names, and some terrain tiles. * Several units have different identities, and the descriptive text is also different. In my opinion, AW:DOR have worser unit names (exclude Mech and Artillery, maybe Seaplane). * While the storyline is the same, the language used in AW:DC is much more serious (and better) than in AW:DOR. AW:DOR also has a liberal spread of profanities in the script. * The title icon has a different look between games (not just the name change, obviously). * There are also rumors of random game glitches in AW:DOR not present in AW:DC. I don't remember the exact details, but it involved submerged subs, bridges, and infantry. * The personalities of some of AW:DOR's COs are much more extreme than in AW:DC (to the point where Lili and Penny act completely differently). SERVICE HISTORY --------------- v0.1 18/Apr/2008 - Began work on the FAQ. v1.0 06/May/2008 - Eventually remembered to finish the FAQ and get enough data in for a worthwhile posting on gameFAQs. v1.1 18/May/2008 - Massive influx of new (and maybe useful) data. 20/May/2008 - Allowed SuperCheats.Com permission to host the FAQ. v1.2 21/May/2008 - Allowed MyCheats.Com and NeoSeeker.Com permission to host the FAQ. Refined damage charts and included 'Attacks Used' charts for units, and added additional info in various sections. 22/May/2008 - Discovered and corrected minor errors. v1.3 23/May/2008 - Created the 'General Strategies' section (I know, it's getting a bit beyond a simple unit guide). 30/May/2008 - Allowed gamesradar.com permission to host the FAQ. Possible typo fixes included. v1.31 31/May/2008 - Corrected an error in the damage chart, and included a separate 'Secondary Attack Chart' section. v1.32 01/Jun/2008 - Corrected another damage chart error. Added a few random details here and there. v1.33 29/Jun/2008 - Revised attack damage formulas. Corrected detail on Bad Company's defense boost. Allowed pwnguide.com permission to host the FAQ. Revised details on several non-ground units. Speaking of which, gameFAQs is the sole site allowed to host this FAQ. Anybody caught posting this FAQ elsewhere will be mercilessly hunted down by a killer lawsuit. Or something like that. I mean, I wrote this FAQ to be read by all, just ask before nicking it for your own sites. If you are looking for the latest version of this FAQ, look for it on gameFAQs first. EDIT - Other sites have started calling for permission. I shall now list the sites which have permission to host the FAQ # gameFAQs.com # supercheats.com # mycheats.com # neoseeker.com # gamesradar.com # pwnguide.com Whatever you do, don't claim this FAQ as your own work. It makes no sense at all. It is the work of pretty much every Advance Wars forum on the internet. Without those guys, this guide would have been left in limbo for a long time. ================= 2. GAME MECHANICS ================= A) DAMAGE FORMULA ----------------- If you want to win, you need to understand how the damage system in this game works. If you have arrived here straight from AWDS, listen up; the formula has changed slightly. The formula is:- [BASE DAMAGE] X [ATTACKER HP / 10] X [ATTACK STAT / TARGET DEFENSE STAT] = __% In the case of an attack which ends in decimal figures, the final damage is ROUNDED DOWN. Example: A Tank hits an enemy Tank on a road. The formula would become:- 55% X 10/10 X 100/100 = 55% Damage. That was kind of obvious; there was no defensive cover, and the attack power of the Tank was basic. Now assume the enemy Tank is on a Woods tile, and it has an Ace/Veteran level. The attacker has 8HP and is at Level 1. The formula changes to:- 55% X 08/10 X 105/(100+20+30) = 30.8%, rounds down to 30%. Quite significant. Also, units can deal additional damage known as 'luck'. Luck is calculated as a random value between 0 and 1, and is multiplied by the unit HP to give up to an additional 10% damage. Of course this means that weaker units cannot unexpectedly deal another 1HP of damage, and weaker units will generally deal less luck damage than healthy units. Luck damage is also weakened by the Defense stat of the target (during Finn's CO Power Bad Company, luck damage falls to almost negligable levels). My guess for this formula is:- ( [RANDOM NUMBER 1 to 10] X [UNIT HP] ) / [TARGET DEFENSE STAT / 10] = __% Here is how the Attack stat is determined:- # The default value for attack is 100%. # If the unit is at Level 1, add another 5%. # If the unit is at Level 2, add another 10%. # If the unit is at Level Ace/Vet, add another 20% # If the unit is in the Command (CO) Zone, add another 10%. # If the unit is in the CO Zone and meets the COs criteria, add another 10% for each star. # If the team has any Communications Towers in their possession, add another 5% for each one. # If there is a Sandstorm in effect (and the CO is not Lili), subtract 30%. For your convenience, here is a list of base damage values for each unit type combination, including those damn Meteor fragments. These are for the IDEAL circumstances: the enemy has 100% defense (no cover) and the attack stat is also 100%, and the Primary Weapon has ammo. Cases where primary ammo runs out are mentioned shortly. /===========+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===\ | \ Defender| | | | | | | | | | | | | | M | B | | \ | | | M | | | | | H | M | | A | | | . | a | | \ | I | | o | | | A | | v | e | M | n | | M | W | t | | \ | n | B | t | | | n | | y | g | e | t | R | i | o | t | | \ | f | a | o | | | t | | . | a | c | i | o | s | r | l | | \ | a | z | r | R | F | i | | | | h | - | c | s | k | e | | \ | n | o | b | e | l | - | T | T | T | | T | k | i | s | s | | \ | t | o | i | c | a | A | a | a | a | G | a | e | l | h | h | | \ | r | k | k | o | r | i | n | n | n | u | n | t | e | o | i | |Attacker \| y | a | e | n | e | r | k | k | k | n | k | s | s | p | p | >===========+===+===+===+===+===+===+===+===+===+===+===+===+===+===+=== < |Infantry | 55| 45| 45| 12| 10| 3 | 5 | 5 | 1 | 10| 30| 20| 20| 14|---| |Bazooka | 65| 55| 55| 85| 80| 55| 55| 25| 15| 70| 55| 85| 85| 75|---| |Motorbike | 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| 15| 55| 55| 45|---| |Flare | 80| 70| 70| 60| 50| 45| 10| 5 | 1 | 45| 15| 55| 55| 45|---| |Anti-Air |105|105|105| 60| 50| 45| 15| 10| 1 | 50| 15| 55| 55| 50|---| |Tank | 75| 70| 70| 85| 80| 75| 55| 35| 20| 70| 30| 85| 85| 75| 8 | |Hvy. Tank | 90| 80| 80| 95| 90| 90| 70| 55| 35| 85| 35| 90| 90| 90| 10| |Mega Tank |105| 95| 95|105|105|105| 85| 75| 55|105| 40|105|105|105| 12| |Mech Gun | 90| 85| 85| 80| 75| 65| 60| 45| 35| 75| 55| 80| 80| 70| 45| |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| 55| |Missiles |---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| |Battleship | 75| 70| 70| 70| 70| 65| 65| 50| 40| 70| 55| 75| 75| 65| 45| |Carrier |---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| |Submarine |---|---|---|---|---|---|---|---|---|---|---|---|---|---| 80| |Cruiser |---|---|---|---|---|---|---|---|---|---|---|---|---|---| 38| |Msl. Boat |---|---|---|---|---|---|---|---|---|---|---|---|---|---| 40| |Interceptor|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| |Bomber |115|110|110|105|105| 85|105| 95| 75|105| 80|105| 95|105| 85| |Fighter | 55| 45| 45| 18| 15| 5 | 8 | 5 | 1 | 15| 5 | 20| 20| 15|---| |Battle Heli| 75| 65| 65| 75| 75| 10| 70| 45| 35| 65| 20| 75| 55| 70| 25| |Ship Plane | 90| 85| 85| 80| 75| 45| 75| 65| 55| 70| 50| 80| 70| 75| 65| \===========+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===/ /===========+===+===+===+===+===+===+===+===+===+===+===+===\ |\ Defender| | | | | | I | | | B | T | | | | \ | | | | | | n | | | a | r | S | | | \ | | S | | M | | t | | | t | a | h | | | \ | | u | | s | | e | | | t | n | i | | | \ | C | b | C | l | | r | | F | l | s | p | | | \ | a | m | r | . | L | c | B | i | e | . | | M | | \ | r | a | u | | a | e | o | g | | | P | e | | \ | r | r | i | B | n | p | m | h | H | H | l | t | | \ | i | i | s | o | d | t | b | t | e | e | a | e | | \ | e | n | e | a | e | o | e | e | l | l | n | o | |Attacker \| r | e | r | t | r | r | r | r | i | i | e | r | > ===========+===+===+===+===+===+===+===+===+===+===+===+=== < |Infantry |---|---|---|---|---|---|---|---| 8 | 30|---| 1 | |Bazooka |---|---|---|---|---|---|---|---| 12| 35|---| 15| |Motorbike |---|---|---|---|---|---|---|---| 12| 35|---| 1 | |Recon |---|---|---|---|---|---|---|---| 18| 35|---| 1 | |Flare |---|---|---|---|---|---|---|---| 18| 35|---| 5 | |Anti-Air |---|---|---|---|---| 70| 70| 75|105|120| 75| 10| |Tank | 8 | 9 | 9 | 55| 18|---|---|---| 18| 35|---| 20| |Hvy. Tank | 10| 12| 12| 55| 22|---|---|---| 24| 40|---| 35| |Mega Tank | 12| 14| 14| 65| 28|---|---|---| 35| 45|---| 55| |Mech Gun | 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|---| |Msl. Boat | 40| 40| 40| 75| 55|---|---|---|---|---|---|---| |Interceptor|---|---|---|---|---| 55| 65| 80|120|120| 65|---| |Bomber | 85| 95| 50|120| 95|---|---|---|---|---|---| 90| |Fighter |---|---|---|---|---| 40| 45| 55| 75| 90| 45| 1 | |Battle Heli| 15| 15| 5 | 85| 15|---|---|---| 65| 85|---| 20| |Ship Plane | 65| 55| 40|105| 85| 45| 55| 65| 85| 95| 55| 55| \===========+===+===+===+===+===+===+===+===+===+===+===+===/ In some rare cases, you can continue to attack the enemy using Secondary Weapons when you run out of ammo. It is extremely inadvisable to run around the battlefield with no ammo, but as a last resort they can sometimes do okay levels of damage (but only against unarmoured ground units). There are five units that can attack even when out of ammo: the Bazooka, all three Tank types, and the Battle Heli. Bazooka ------- Bazooka and Motorbike units share the same Machine Gun type, so the damage is the same for both. Light Tank vs. -------------- Recon: 40% Flare: 35% Anti-Air: 8% Light Tank: 8% Heavy Tank: 5% Mega Tank: 1% Mech Gun: 45% Anti Tank: 1% Rockets: 55% Missiles: 55% Workshop: 45% Meteor: 1% Heavy Tank vs. -------------- Recon: 40% Flare: 35% Anti-Air: 8% Light Tank: 8% Heavy Tank: 5% Mega Tank: 1% Mech Gun: 45% Anti Tank: 1% Rockets: 60% Missiles: 60% Workshop: 45% Meteor: 1% Mega Tank vs. ------------- Recon: 45% Flare: 40% Anti-Air: 10% Light Tank: 10% Heavy Tank: 10% Mega Tank: 1% Mech Gun: 45% Anti Tank: 1% Rockets: 65% Missiles: 65% Workshop: 45% Meteor: 1% Battle Heli vs. --------------- Recon: 30% Flare: 30% Anti-Air: 1% Light Tank: 8% Heavy Tank: 8% Mega Tank: 1% Mech Gun: 25% Anti Tank: 1% Rockets: 35% Missiles: 25% Workshop: 20% Meteor: 1% B) DEFENSE FORMULA ------------------ Defense works dramatically different from previous games. Earlier, defense was known as 'Absolute', meaning that 20% defensive cover reduced damage by exactly 20%. With enough defense (I'm looking at Javier here) units could become completely invulnerable. Now, defense works as an Attack/Defense RATIO. It'll make sense in a minute. # The default value for defense is 100%. # If the unit has Ace/Veteran status, add another 20%. # If the unit is in the CO Zone, add another 10%. # If the unit is in the CO Zone and fills the COs criteria, add another 10% for each star. # If the team has any Communications Towers in their possession, add another 5% for each one. # If the unit is lying on defensive cover, add another 1% for each star, multiplied by the units HP. # If Finn's CO Power (Bad Company) is in effect, add approximately 270%. (Note: I thought it would be a bit more precise, like 250% or something.) It doesn't really matter though: if Bad Company is in effect, his aerial units take less than 25% of the base damage. C) MOVEMENT COSTS TABLE ----------------------- I should mention now that the two tables here aren't entirely my work. The information was found on several AW forums and gameFAQs, and the table design is adapted from a chart by 'Deathborn 668'. The chart indicates how many mobility points are used up in crossing each type of terrain. Higher movement costs cause the actual mobility of the unit to falter. /=======+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===\ | Tile| | | | | | | C | | | | | | | M | | W | | | | | | | | | o | | | | | | | o | | a | |\ | | | F | A | | | m | | | | | | | u | | s | | \ | | | a | i | | | | | B | | P | | | n | | t | | \ | | | c | r | | R | T | | r | | l | S | R | n | W | e | | \ | | C | t | p | P | a | o | S | i | R | a | h | i | t | o | l | | \ | | i | o | o | o | d | w | i | d | o | i | o | v | a | o | a | | \ | H | t | r | r | r | a | e | l | g | a | n | a | e | i | d | n | |Type \| Q | y | y | t | t | r | r | o | e | d | s | l | r | n | s | d | > =======+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+=== < |Inftry | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 1 | 1 | |Bzka | 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 |---|---|---|---|---|---|---| \=======+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===/ /=======+===+===+===+===+===+===+===+===\ |\ Tile| | | | R | S | | | | | \ | | | | g | e | | | P | | \ | R | | | h | a | | | l | | \ | u | | R | | | | F | a | | \ | i | S | e | S | F | S | i | s | | \ | n | e | e | e | o | k | r | m | |Type \| s | a | f | a | g | 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 |---|---|---| \=======+===+===+===+===+===+===+===+===/ D) GENERAL STRATEGIES --------------------- 01) Early Game -------------- In the first stages of pretty much any good map, you'll be looking to capture properties to secure those all-important funds. Look around and find 'key' properties such as production bases, com towers, and mass clumps of cities. You should rush the capture of key distance properties rather than slowly expand your collection from your main area onwards. The various Infantry units have unique movement speeds and types, so they can reach properties in varying amounts of time. Basic Infantry have 3 mobility and are slowed down by mountains and rivers. They are also the cheapest of the three types, and are advised for capturing where the path is full of forests or wasteland. Bazooka/Mech units have 2 mobility and aren't slowed down at all (although at 2 mobility it's horribly slow). Use them for capturing through mountain ranges. Motorbikes have 5 mobility and are generally your best bet for long-range capturing, but they are massively slowed down by any non-paved/plain tile, and cannot cross mountains at all. They also cannot use Transporters (excluding Landers). For the less capable Infantry and Bazooka units, there are transport vehicles that you can utilise to massively boost their mobility. These are the Mobile Workshop, Transport Helicopter, Lander, and Missile Boat. They can drop off your Infantry in relative safety and, providing it can return to base, it can be re-used to transport more units around. However, they cost at least two Bazooka/Motorbike units to build, so they should be used carefully. Mobile Workshops can haul Infantry around ground maps with 6 mobility, resupply more rounds to Bazooka units, and build Temporary Structures (more on those later). In essence, these pretty much act as little 'bases' for your Bazooka units. However while they can easily outrun Motorbikes across heavy terrain, light unrestrictive land means that it can prove tricky for this unit to pay for itself in comparison to a Motorbike. On the plus side, it's fairly sturdy in the early game, and the onboard Infantry won't be harmed at all if it comes under fire (unless the unit is destroyed, in which case both units are lost). Transport Helicopters are usually your best bet for moving foot soldiers about. They travel by air, so they aren't slowed down at all, and they are fairly quick to boot. They burn fuel daily, so the return leg can be a little close for call on a few occasions. The main problem is that they are notoriously incapable of withstanding attacks, and they are preyed upon by a lot of stuff. Landing craft can transport 2 units of any type (from Infantry to Motorbike to Mega Tank) across naval maps. They are pretty damn strong and fairly quick. Only capable of dropping off units on Shoals and ports, it's range of areas it can be used for is sometimes a little off. It also burns fuel daily. Missile Boats are a new addition (and replaces the AW:DS Black Boat) and are a good thing to have around with you. They have the highest movement range of any transporter (7 mobility outruns a lot of stuff including every other naval unit) and act like Landers. They can transport ONE foot soldier (so it's like the Workshop) and drop off at beaches and the like. They are also capable of self-defense: they have a powerful anti-ship weapon that usually pays for the cost of the unit if it connects. After it strikes, it becomes defenseless, having only one shot. It's also extremely fragile and it doesn't take much effort to sink one. Once you've become skilled in perfecting your early game abilities, why not try screwing up your opponent's opening turns while you're at it? Usually you're best sticking to using Recons to disrupt the enemy as they are cheap, really fast (well, most of the time) and do enough damage to warrant some severe cursing from your opponent. Sometimes you can send other types around to cause annoyances. Using Flare tanks is a good idea on plains-heavy maps where Recons would get hit quite badly by the terrain penalty (as well as intercepting enemy Recons aiming to cause you some trouble as well). Battle Heli's and the Fighter/Duster are useful in long-range naval maps. However, doing this will usually just cause your opponent to divert his funds to developing a simple countermeasure (this is sometimes a good thing though). Rememer not to spend too much on early disrupture of the enemy, and focus on building a powerful assault force. If the enemy is causing you some hassle, develop counters of your own. A good way of trying to annoy enemy Recons is to prioritise building Bazooka units and Mobile Workshops to move them fast. Recons excel when they attack Infantry and Motorbikes because the counterattack damage only becomes apparent after a few attacks. Bazooka units can quickly nullify the threat of a Recon, and even if the Recon gets a first strike, the counter is much more noticeable. 02) Direct Fire Units --------------------- Direct units attack enemies by moving next to them to launch an attack. Direct attacks are simple and usually effective, but there are a few drawbacks, most notably luring. Be aware that most opponents are sneaky bastards and love to taunt your most important units into the range of their indirects and other powerhouses. Only wander into the range of indirects if you have enough units at hand to completely annahilate the enemy's stranglehold on the area, or you quite frankly have no choice in the matter. Direct attackers will suffer counterattack damage (unless the opponent can't hit the target, or the opponent is wiped out). Even the most resiliant units can have their HP slowly whittled away by luck damage. The best way to null the threat of counterattack damage in direct attacks is to maximise your attack power by unit promotion and CO Zone, or simply using heavy armour. Counter damage is basically negligable if you leave enemies at 2HP at most. Most of the time, direct units will be playing what is known as 'range dodging' with enemy units. On several occasions, tanks may face enemy tanks and stay at the edge of each other's attack range. This is rangedodging, and one reason why people keep shunning the Mega Tank. More agile units (Missile Boats and Light Tanks) can sit outside the range of other units and attack the next turn, often forcing the enemy to retreat. Don't let this happen to you. If it does, have spare units or heavy armour around to deter the threat. Fog of War has changed massively in the transition from the previous game. There are loads more hiding places for enemy units to hide around. Compared to before, unit vision is spread across the entire area that they move (instead of just being moved about, causing visible enemies to vanish from view), and so hiding places are much less effective. Have your directs drive past many hiding places in one turn to scan them all at once for the enemy, then whack'em! 03) Indirect Fire Units ----------------------- Indirect units bombard the enemy from far away with no fear of suffering a counterattack. Indirects cannot move and fire on the same turn (excuding the Battleship), cannot counterattack when hit (excluding the Anti-Tank) and have a 'blind-spot' where it cannot strike (excuding both the above units). Indirects are fundamental in success in almost any map, but are at their most effective in choke-points (mentioned later). Indirects are also great for laying a defensive 'shroud of fire' around allied units: your units become much less attractive a target if enemies will get pounded by your Rockets! Protecting indirects is extremely important. Because they cannot counterattack (and because some are really costly), they will always be considered a priority target by your foe. They are also really fragile, so defending them becomes an art that must be mastered. Loads of people suggest the use of Infantry units as blocking units, but they cannot take much damage and are extremely easy to KO in one hit at that stage of the battle. Also, a good player can move his CO Zone so the shielding units charge his CO Meter like there was no tomorrow. The art of defending units with other units is commonly known as 'meatshielding' and it doesn't apply solely to indirects, either. Fog of War was almost a godsend for Indirects. Previously, all indirects were blind and needed Recons to spot stuff to shoot at. Now, the improved Mech Gun/Artillery unit has enough vision to act independantly from other units. Indirects use hiding places to thrive and survive, relentlessly pounding away at the enemy while they are stuck thinking "where the hell did that come from?" and such. If the area you wish to use has no hiding place, make one! Have a Mobile Workshop build a Temporary structure to hide your cowardly indirects. The enemy may now know where they are, but they can't hit it if they can't see it! 04) COs And CO Powers --------------------- There are twelve Commanding Officers (COs) in this game and they all play quite differently. There is also a 13th option: playing with no CO at all. I advise inexperienced players to fight a few Free Battles in No CO mode. The boost from the CO Zone may be handy, but in most cases there are multiple battles all over the place and you can only fight the rest using a 'bland' army. Get used to getting units at Ace/Veteran Level: these are extremely important for No CO mode. Units level-up when they KILL a unit (whichever unit lands the last hit gets the level, even if they did minimal damage). To use the abilities of the CO, he/she must first board the unit, either at the HQ or a production base (temp. structures don't count). When the unit is on one select the CO option from the move menu (don't move the unit from the base) to board the unit at 50% the cost of the unit it has boarded. CO Units are at the maximum level (Ace/Vet) by default, and they also generate a CO Zone around them. The radius and effects of the Zone vary across COs. Ten of the COs also have a CO Power they can use to tear the rulebook to shreds and potentially turn the entire game around. Battles that take place in the CO Zone increase the CO Meter. The meter has two distinct halves, each with 6 individual segments. Each segment fills up with every 5HP damage you cause, irrespective of what unit it was. Counterattack damage by your units also fuel the CO Meter, but the enemy must also be in the CO Zone for this to occur. When the first half of the CO Meter is filled, the radius of the CO Zone goes up by one. When filled totally, the radius increases by another one, and the CO unit can choose to exchange its entire meter (and its turn) for usage of the CO Power. Upon usage of the CO Power, the meter drops to Zero, and the Zone fills the entire battlefield (so every unit gets boosted, not just those in the zone) however the meter cannot recharge during a CO Power. In addition to boosting all units, an additional effect occurs that helps the player. These vary from CO to CO, and some are more useful than others. If the CO Unit is destroyed, the meter falls to zero, the Zone dissappears, and the user will have to wait until his next turn to re-deploy the CO. If the CO Power was in effect, the effects of the CO Power will also be nulled. When it comes to the actual COs, you'll want to adapt your strategies to make the most of the abilities of the CO. The Zone gives a bland boost by default (10% increase in attack and defense) and other boosts depending on the CO. Stat boosts are mentioned as (Atk/Def %):- *SPOILER WARNING* Ed/Will Laurentian military cadet rescued by the 12th Independant Legion, led by Captain O'Brian. He vigilantly refuses to give up, at any cost. He also shares a close friendship with the amnesiac Catleia. CO Zone Radius: 2, boosts Ground Directs by 20%/00%. CO Power: New Era/Rally Cry. Increases mobility of Ground Directs by 2. Moderately useful. Although he is a specialist CO, the units he boosts are extremely important. During New Era, his directs gain enough mobility to allow him to tear dispersed enemy armies apart. His effectiveness weakens on choke-point laden and island maps. O'Brian/Brenner Captain of the 12th Independant Legion (Brenner's Wolves in AW:DOR), he has massive faith in the power of humanity. It remains strong despite the actions of people such as Admiral Sigismundo and the bloody Mayor of Freehaven. He is killed (or rather annahilated) by Sigismundo via one of Stolos' creations. CO Zone Radius: 3, boosts all units by 00%/20% CO Power: Lifeline/Reinforce. Restores 3HP to all units for free. Easily my favourite CO of them all. O'Brian is far from an aggressive CO to play as, so you will need to use a slow and steady approach. Defense boosts mean blocking units withstand more damage, so its best to use indirects as him. Lifeline patches up unit damage without cost (akin to Andy from earlier games), so build more expensive units to exploit the free repairs to the max. Lin Second in command of the 12th Independant Legion. Calm and 'unflappable', she believes that "In battle, the clearest thinker wins". CO Zone Radius: 1, boosts Ground Units by 20%/20%. CO Power: Night Vision/Scout. Increases vision by 2, hiding places become visible from any range. Another specialist CO, Lin is hard to use due to her weak CO radius. Don't fret though, as the boost affects all ground units, and they are the most important. You may want to treat Lin's unit as a solo powerhouse: go beserk and hit lots of stuff, then return with (hopefully) a la |
