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Advance Wars (Pages 1 and 2)
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Advance Wars (GBA)
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UPADATE ON TFB STRATEGY FOR ADVANCE WARS!
ANDY:
As always, capture the base, so you can build 3 mechs a day. Keep your weapons of the citys, or you'll get charged for repiar....however, make sure Sturm doesnt get his hands on any of the citys either. Use your battle copters to soften up tanks and MD tanks, then follow up with your tanks and MD tanks. This is key because your units dont take as much damage. Although its not reccommended, sometimes you can sacrfice your transport copter by putting it in the middle of a bunch of tanks. Let the tanks to the damage, and next turn, you can obliterate them. Make sure no AA Guns are close to the copter when you place it anywhere however, or the entire use of the copter goes down the drain. Make sure you keep pushing upwards, never let Sturm get any ground. By day 14 or 15, you should be at the bridge, and preparing for the bombardment stage, where your partners bomb the daylights out of Sturm with their bombers. Now is the time for a 'Suicicde Strike" but its not really suicicde, because Sturm will have like 6 units left if the bombers are used correctly. Make sure you attack the opponet on favorable terrain....for example, you should strike on a city, rather than a road, becuase you'd take less damage.
GRIT:
With Grit, its important to relize that you can destroy enemies without taking damage. The key to winning is aligning the moutains with the rockets and attirly you start out with. 2-3 of those long range weapons should be able to cover Andy's HQ. Always target infantry or mechs if they are close to Andy's HQ, but if they are not, target whatever seems fit....but do try to eliminate the MD Tanks. Your Missiles should be close behing the rockets, and the AA Gun should be behind the missiles. Once this is accomplished, leave thos units there, they make a perfect oppistition and defense. Make sure you dont but anything except two infantry; they should go for the 3 neutral citys below Andy's HQ. Once the airport and base are captured (the ones up north), start mass producing bombers. If you followed the above directions and didnt spend a single dime, (with the execption of 2 infantry) you should have around 33,000, thats enough for you to produce a bomber a turn, for 3 turns, then you can buy one every other day. Keep your bombers up on Sturms mountain range to the left, and wait for your Green Earth/Yellow Comet Ally to set up his bombers on the right. Andy should also be prepared with mechs by now, and when everything is in position, go ballistic! Strike with the bombers at the enemy HQ, Andy should pound with his mechs, and the Green Earth Ally should eliminate whats left over with his bombers. Next Turn, you should just seize the HQ, considering that now Sturms HQ is in ruins.
SAMI:
Use her troops wisely, they can wipe out a lot of things pretty quickly. NO MATTER WHO YOUR GREEN EARTH ALLY IS, BUILD 2 INFANTRY A DAY! BY DAY 11, THOSE INFANTRY WILL BE THE ONLY SUITABLE THING TO ATTACK! Cluster the infantry together to make an apetizing target. Make sure you capture the airport and base first, leave the citys for later. Start building bombers the minute you get the chance, and then set them up on the mountain range to Sturms right. Wait for your blue moon ally to do the same on the right side, then strike! Its a good idea to build about 3 transport copters with infantry in them, then you can drop them off at Sturm's HQ and shield your bombers at the same time. Use your bombers to take out AA Guns first, since they are the biggest threat to your Transport Copters, infantry, and bombers.
KANBEI:
Immediatly rush his MD Tanks to help out Andy. Your will smoke Sturm out in no time with Kanbie's MD Tanks to help out. Place the tanks on the land that leads into the middle section of the map, but close enough so they can reach the bridge on the right hand side. As with any ally, capture the AirPort and Base first, then follow up with the citys. Build up to 4 bombers, and sit them on the mountains to Sturms right. Then wait for the other partner to do the same. While your waiting, build 3-5 transport copters with infantry, and send them just infront of the bombers. Once your ready, obliterate everything you can with the bombers first, the send the transport copters over. At least one shold be able to reach the HQ. Place your copters in strategic posistions so they take the damage, not the infantry or your bombers.
DRAKE:
Just like Kanbei, you should send all tanks to Andy's HQ, then go for the base and airport. Drake's CO Power has a huge roll as well. Wait till about 75% of Sturms forces are on a city, then use the power. If the citys are owned by Sturm, he will end up forking out 28,000-35,000 for repairs on all the tanks and what not that were on the citys. As ususall, build bombers and transport copters, and send them to Sturms right, but keep them out of range of those AA Guns he leaves on the citys.
OLAF:
A very strange CO to get in TFB, but somewhat effective, because his co power stops Sturm in his tracks. Follow Grits strategy, execpt for the rockets and attirly part. Build bombers once you get the chance, and repeat the above strategy.
EAGLE:
Keep his fighters and bombers out of the way of danger, and keep them to the mountains on the right, just like the above stratgey. Build a few more bombers once you get the chance, and then strike! Save your power for this moment, and you might even win by routing the enemy! As always, build 2 infantry every turn, and keep them in a 5x5 square. You should also send your Tanks to Andy's HQ, since you have bombers right by the bridge.
-AW FINAL BATTLE GUIDE-
-by Andy-
http://www.MarioWorldHQ.cjb.net/
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Contents |
I. Interduction |
II. Characters |
III. Terrain |
IV. Final Battle Help |
V. Secrets |
VI. Special Thanks |
VII. Upcoming Updates |
VIII. Legal Information |
-----------------------------------
I. Interduction
Welcome to Advance Wars, the game that pits you against the odds and powerful enemys. In this game of twenty-one levels, you will face over six opponets in rain, snow, and Fog of War, the phonemonon of not seeing where the enemy is. With command of over twelve units, including bombers, tanks, and battleships, you will have to master combat in forests, reefs, and mountains.
II. Characters (Stats are rated on 1-4 astericks, 4 astericks being the best.)
Andy- The well-balanced teen is eager to join the fight. Although he has no tactical advantages, he has no weakness either.
Direct Combat Power- ***
Inderect Combat Power- ***
Unit Movement- ***
Vision- **
CO Power: Hyper Repair- This unique ability heals 2 HP to all units. This is very useful when capturing a HQ in the midst of heavy enemy weaponary.
Max- The weight lifting strongman is unstopable in direct combat weaponary. Although he has a lot of power, he is weak in indirect firepower.
Direct Combat Power- ****
Inderect Combat Power- *
Unit Movement- ** (*** when CO Power is used)
Vision- **
CO Power: Max Force- This power increases Max's direct combat units power by about twenty percent. This also lets all units move an extra space for one turn.
Sami- Sami is a troop specialist. Her troops can bring down a HQ to five capture points in one turn. Her troops are also very powerful, but everything else lacks power. Her transports can also move an extra space along any path.
Direct Combat Power- * (*** if using troops)
Inderect Combat Power- **
Unit Movement- ****
Vision- **
Power: Double Time- Lets troops move farther than normal. (Troops can move 4 spaces, mechs can move 3 spaces), with no movement costs)
Olaf- Although not as young as Andy, he is basically the same thing stat-wise. He is all-around, but his troops work exeptionally well in snow, but lacks ability in rain.
Direct Combat Power- ***
Inderect Combat Power- ***
Unit Movement- ** (*** if in snow, * if in rain)
Vision- **
CO Power: Blizzard- Makes a blizzard start on a map. While his enemy's will be stuck moving only a few spaces, Olaf's troops will move as if nothing happened.
Grit- A inderect-combat specialist. His long-range weapons shoot much farther than anyone else, but his direct-combat units are as bad as Max's long-range units.
Direct Combat Power- **
Inderect Combat Power- ****
Unit Movement- ***
Vision- **
CO Power: Snipe Attack- This increases the range of Grit's already long range indirect combat units. Grit's battleships will be able to shoot eight spaces during a snipe attack.
Eagle- Probably the most populer CO by far, Eagle boasts strong air units, but lacks abilitys at the sea. His air-units have about a twelve percent increase in attack and defense.
Direct Combat Power- *** (**** if using a air unit, * if using a sea unit)
Inderect Combat Power- *** (* if using a battleship)
Unit Movement- ***
Vision- **
CO Power: Lightning Strike- This ability lets all of Eagles units move a second time. The only draw-back is that his units will be weakened severly for 1 turn. (Note: Troops can not move a second time with Lightning Strike)
Drake- The hearty sea-captain is a master of the seas. He is the contrary of Eagle, meaning his air units are really bad. Drake's ships have a three star defense anywhere on a map, and if they are in a harbor, they will have a five star defense.
Direct Combat Power- *** (**** if using a ship, * if using a aircraft)
Inderect Combat Power- *** (**** if using a battleship)
Unit Movement- ** (*** if using a ship)
Vision- **
CO Power: Tsunami- The devestating power will deal 1 HP of damage to every enemy on the map. Also slightly increases Drake's ships power for a turn.
Kanbei- He's tough on his troops, and its worth it. All of Kanbies forces are about twenty-percent stronger than an average all around CO. However, you will have to pay an additional twenty percent when purchasing any unit. Its a serious disadvantage, for batttleships can cost over 33,000!
Direct Combat Power- ****
Inderect Combat Power- ****
Unit Movement- ***
Vision- **
CO Power: Morale Boost- Increases Kanbei's force's power by about twenty-percent, making them all most invincable for that turn.
Sonja- Apprarently an another all-around CO, she specializes in Fog of War, and her units can see almost twice as far than other CO's. However, bad luck follows her every where, and devestates her army.
Direct Combat Power- ***
Inderect Combat Power- ***
Unit Movement- ***
Vision- *** ( ***** when CO Power is used)
CO Power: Enhanced Vision- Lets Sonja's unit's see every were on map during Fog of War. She can even see in forests for that turn.
Sturm- The legendary foe emerges as a powerful enemy. His units have a twenty-percent defense increase, but his offense significantly weaker than most CO's. He has no terrain costs what-so-ever, making snow and rain useless. (However, Olaf's blizzard will still affect him.)
Direct Combat Power- **
Inderect Combat Power- **
Unit Movement- ****
Vision- **
CO Power: Meteor Strike- A meteor crashes on top of the biggest amount of high quality units. For instance, the meteor will drop on 2 MD Tanks rather than 10 troop units. Anything the meteor touchs will be brought down to 2 HP. (Note, if you have Sturm as a playable character, the meteor strike will only bring down enemy units to 6 HP.)
Nell- The instructer is a most powerfull ally. She is also a all around CO, making her perfect for any level of expierence.
Direct Combat Power- ***
Inderect Combat Power- ***
Unit Movement- **
Vision- **
CO Power: Lucky Star- More good luck is granted to Nell. A two HP battleship can now easily sink a ten HP cruiser. For instance, if the computer says that your four HP MD Tank will do 40% of damage to a ten HP anti-air gun, chances are that you will end up obliterating the entire unit, or, just bringing it down to six HP.)
III. Terrain
Some terrains offer more defenses than others, making some areas better to attack an enemy than others.
Road- Defense: None
Plains- Defense: *
Forests- Defense: **
City, Harbor, Base, or Airport- Defense: ***
Mountains- Defense: ****
Headquarters- Defense: ****
IV. Final Battle Help
Yes! Its finally here! Not just stragetys, but tips from the greatest AW Pros! Here you will get about 3 differnet ways to beat The Final Battle with any combo!
Grit and Kanbei is an awesome combo. Make sure you let Kanbei have the 3 cities below Andy. Make mostly artilleries and AA units with Grit. Make lots of mechs with Andy and the occasional tank. Just keep rushing the middle with whatever you can muster. Kanbei should easily crush enemy units with just about anything you make.
Overall you should have a rather easy battle on your hands.
Anyway try this i figured out this littel thing that usual misdirects the meteor strike. here's what u do. first have andy build mechs tanks aa especially aa and anti air missles. then use grit for artilery, and rockets gotta luv da rokets. hes freakin awesome wit the rokcets have him make a couple of anti air misssles and put them as clsoe to the mountains toward andy as u can do this with the rokets as well but only 1 or two then have him push some md tanks up the left side (if grit is on the left side of andy) then have kambei capture the production factory right in front of andys factory in the middle. have him pump out md tanks and advance to the front line.and attack THEN HERES THE KEY ONCE ALL HIS BOMBERS AND PLANES AND COPTERS ARE GONE have andy grit and especially drake pump out chooperrs and about 3 or 4 bombers if u have da cash. now heres meteor misdirect trick have grit and kambei produce cheap infantry in the bottom corners 9 outta 10 times he will hit those dudes when they take a hit combine them to amke them as storng and keep pumpin ui wont need these intial factories anymore after u secure ur frontline then just keep pushin sturm will try to build anti air rokets,artillery, and rokets have ur bombers nuke these then park ur planes and choppers on his factories so he cant reproduce his militia. then jsut keep pressin forward with ur md tanks dont worry bout his meteor anymore cause once u blok his factories he has nuthing to attack u with even if he reduces ur forces to 1 and 2 hps to every troop in the area. he is stupid even towards the end of the battle he tends to hit the decoy forces in the bottom corners. have fun this really help when i did this it took me 23 days and about 4 hours in real life to strategize. and carry out my battle plan muwhahaha
I had Andy(of course) Max, Drake when I when through the game the first time, might I add Drake's CO Power is pretty handy overall! and with Max's CO Power it can really help out. My advice is keep Andy well protected ontill he can build up his forces and roast Sturm
Now for Andy
*Take ur two infantry and capture the factory and city to ur north u dont need the air port.
*After this spred out ur units on round 2 Finish captin the city and factory
*By now sturm shouldva stormed u use ur missels and AA to strategiclly take out his bombers (fighters are 2nd priorty)
*Now keep pumping out 3 mechs per turn wit ur 3 factories. use them strategiclly, for example focus on anti air and small tanks. He will only send a few medium tanks and use urs wisley and keep them alive a good idea is to attack from cites and forests as much as possible never attack from roads, bridges, and rivers unless u know u can take out the unit. 4 mechs can take out a medium take or take it close to death.
*Put bombers, B copters, Md tanks, AA, and missiles at the top of ur to kill list.
*When u push sturm back acroos the bridge take over the cities up there this should alow u to make a small tank and 2 mechs per turn.
*DO NOT TAKE THE CITES TO THE SOUTH OF YOU!
For Max
* He must absorb the meter strike. Every 2 turns group a few units together to cause sturm to strike them build AA and tanks with max capture everthing towards the top of u
*If you have your whole area captured send ur units through sturms area and attakc from behind to protect andy.
*After Andy psuhes sturm back into his base concentrate on bombers and fighters
*DO NOT TAKE THE CITES TO THE SOUTH OF ANDY!
For Eagle
*send a infantry across the mountians to capture the cites below andy.
*Sturm will send a group of air above ur base take it out wit ur AA and fighters.
*for the first couple turns build infantry and APCs to capture the properties around u.
*After killing the air above u send all ur men, cept infantry to help andy.
*Use lighting strike very chance u have.
*Focus on fighters till Strum is otta air Then focus on Medium tanks.
For Andy Sami Grit, I tried to take advantage of two things that I noticed. Sturm was totally ignoring Sami and Grit. I used Grit to pump out artillery and Sami to create a bunch of mechs and eventually bombers. The key (for me... I only got a C) was creating a bunch of AA and controlling those darn bombers. Because Sturm went totally after Andy, I just kept him alive by running a recon away and pumping out normal tanks. Eventually, I was able to push him back through sheer numbers and taking out his air units with artillery and Grit's rockets. Then I just pumped out a few fighters, a bunch of md tanks and bombers. It took me 30 days, and I did it through annihilation. Wasn't too tough, IMO, just required patience and using Andy as a distraction ;)
More stragety coming your way:
If you have grit and eagle as your partners, you will find this to be a breeze.
*Capture the airport north of eagles HQ
*Pump out rockets with Grit (about 5 or 6) and 2 medium tanks. Capture what you can
*Use Andy as a distraction from the meteor strike. retreat south, but stay bunched together. Now heres the key: Use Andy to capture the airport north of Grit.
Now with all that money you should have with Andy, build a bomber or 2, and wipe out all you can, then send in eagles entire air force to the enemy HQ. Cover up the bases and airports, and build a transport copter and troop unit, send it over to the HQ and Walla! It may not sound easy, but be patient, and you can win in 30 days tops.
Final tip: Dont be afraid to sacrifice a bomber to take out a antiair gun, when theres another one close by. Eag |