_ _ __ __ / \ __| |_ ____ _ _ __ ___ ___ \ \ / /_ _ _ __ ___ / _ \ / _` \ \ / / _` | '_ \ / __/ _ \ \ \ /\ / / _` | '__/ __| _____ / ___ \ (_| |\ V / (_| | | | | (_| __/ \ V V / (_| | | \__ \ |_____| /_/ \_\__,_| \_/ \__,_|_| |_|\___\___| \_/\_/ \__,_|_| |___/ ____ __ ____ _ | _ \ __ _ _ _ ___ ___ / _| | _ \ _ _(_)_ __ | | | |/ _` | | | / __| / _ \| |_ | |_) | | | | | '_ \ | |_| | (_| | |_| \__ \ | (_) | _| | _ <| |_| | | | | | |____/ \__,_|\__, |___/ \___/|_| |_| \_\\__,_|_|_| |_| |___/ Author: Warfreak Version: 0.7 Date Started: 28/5/08 ------------------------------------------------------------------------------ Table of Contents [1] Introduction [1.01] Introduction [1.02] Version History [2] Terrain [2.01] Definitions [2.02] Ground Terrain [2.03] Naval Terrain [2.04] Bases [3] Units [3.01] Definitions [3.02] Damage Equations [3.03] Ground Units [3.04] Aerial Units [3.05] Naval Units [4] Weather [4.01] Fog of War [4.02] Weather Conditions [5] Commanding Officers [5.01] CO Units and the CO Zone [5.02] Your Commanding Officer [6] The Playbook [6.01] The Campaign [6.02] Destroyed World / Days of Ruin [A] Contact Information [B] Webmaster Information [C] Credits [D] Sites FAQ is on [E] Copyright ------------------------------------------------------------------------------ [1.01] Introduction Welcome to my 35th guide, and my first for the Advance Wars series. This guide is a battle guide, which really means that it covers everything to do with gameplay, from terrain, strategies, units, COs and such. I hope this actually works out for you. Please note that I'm using the EU/Pacific version and not the US version, and that is going to play a role in the name of COs and units, but the content will remain the same. Well, the above was true, it was a battle guide, till a FAQ sounded more and more attractive. So guide change I guess. ------------------------------------------------------------------------------ [1.02] Version History Version 0.1 [28/5/08] Started guide. Completed Chapter 2, made headway on Chapter 3. Version 0.2 [30/5/08] Finished the basic Stats on Chapter 3, need to place some notes there. Version 0.3 [31/5/08] Started on making some notes. Version 0.4 [1/6/08] Finished all the notes on the units. There is still some more to go. Version 0.5 [3/6/08] Changed the Battle Guide into a FAQ. Finished the Weather and Started on the CO's, the intro for CO's are done. Version 0.6 [4/6/08] Finished most of the COs, too busy watching House. Version 0.7 [5/6/08] Finished the final COs. Started on the Campaign. ------------------------------------------------------------------------------ [2.01] Definitions Terrain is what you are playing on, and it is important, especially for your ground and naval forces. Aerial units don't use terrain, so they really don't need to be mentioned here. First of all, the terrain will effect the mobility of all the units that will pass over it. Think of it as a point system. A unit will have a certain mobility number, and for each terrain that it needs to cross over, take away the mobility of the terrain from the unit's mobility, and that is how it works. Second, terrain has a defensive value which will give a defensive boost to a defending unit when attacked. Third, certain terrain, in particular, bases, will provide bonuses for your army such as defensive and attack boosts, radar and funds for your purchases. And finally, terrain is what your units are going to be on, so a good understanding is vital. In Fog of War conditions, terrain is going to play a massive role. Certain terrain, such as controlled cities, forests, reefs and fog are hiding places for units, that is, units hiding in these terrain types, except for aircraft, will be hidden UNLESS an enemy unit is next to that terrain. Flame Pillars play a role as they provide +5 vision to the area around the pillar to all players. Use this wisely. Terrain is going to be the most crucial element in such battles, as a hidden indirect unit can pound a massive army into nothing but tethers. Anyway, ahead with the terrain definitions. It is going to be structured like this Terrain Name: X Terrain Type: Ground or Sea Defensive Stars: Out of 4 Funds Provided: 0 or 1000 Special: Production, Hiding, Etc Repairs: Ground, Sea or Air, or None Movement Costs Infantry : X Bazooka : X Tire A : X Tire B : X Tank : X Air : X Ship : X Transport : X --==Notes==-- My personal comments ------------------------------------------------------------------------------ [2.02] Ground Terrain Ground Terrain is land, terra firma, etc. It is something that naval units can't get onto, which is short of a definition. Lets go. Terrain Name: PLAINS Terrain Type: Ground Defensive Stars: * Funds Provided: 0 Movement Costs Infantry : 1 Bazooka : 1 Tire A : 2 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :The most common type of terrain on large maps based on ground. They do not offer any disadvantage, except to Tire A units, such as Recon, Missiles and Rockets. Terrain Name: ROAD Terrain Type: Ground Defensive Stars: - Funds Provided: 0 Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :The best terrain to move on since it does not offer disadvantages to any units, but it does not, however, provide any defence to units, so that could be a disadvantage. Terrain Name: WOODS Terrain Type: Ground Defensive Stars: *** Funds Provided: 0 Special: Hiding Spot for Ground Units Movement Costs Infantry : 1 Bazooka : 1 Tire A : 3 Tire B : 3 Tank : 2 Air : 1 Ship : - Transport : - Notes :Woods are the one of the hiding spots for your ground units, next to ruins and cities. It provides excellent defence but it is extremely hard for vehicles to move onto it with the high movement costs. Terrain Name: WASTELANDS Terrain Type: Ground Defensive Stars: ** Funds Provided: 0 Movement Costs Infantry : 1 Bazooka : 1 Tire A : 3 Tire B : 3 Tank : 2 Air : 1 Ship : - Transport : - Notes :This is the same as a forest, except that it doesn't hide your troops. Not that common, and not very useful either. Terrain Name: MOUNTAIN Terrain Type: Ground Defensive Stars: **** Funds Provided: 0 Special: +3 Vision to Bazooka Units Movement Costs Infantry : 2 Bazooka : 1 Tire A : - Tire B : - Tank : - Air : 1 Ship : - Transport : - Notes :Only infantry and air units can transverse up here. It is useful for mechs in particular since they get a GREAT boost to vision and they are at max defence here. Terrain Name: RUINS Terrain Type: Ground Defensive Stars: * Funds Provided: 0 Special: Hiding Spot for Ground Units Movement Costs Infantry : 1 Bazooka : 1 Tire A : 2 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :A ruined city, these provide hiding spots for ground units during fog of war. Not as good as the woods for defence, but it still provides protection. The best is the city though. Terrain Name: SHOALS Terrain Type: Ground/Sea Defensive Stars: - Funds Provided: 0 Special: Landers and Missile Boats can land here Movement Costs Infantry : 1 Bazooka : 1 Tire A : 2 Tire B : 2 Tank : 1 Air : 1 Ship : - Transport : 1 Notes :This is where you are going to normally land your units to fight the enemy units. They do not provide a lot of protection, and you don't want your forces on the defensive here. A plain is better than this. Terrain Name: RIVER Terrain Type: Ground Defensive Stars: - Funds Provided: 0 Movement Costs Infantry : 2 Bazooka : 1 Tire A : - Tire B : - Tank : - Air : 1 Ship : - Transport : - Notes :Rivers are going to be the deathbeds of infantry. They are only passable by infantry and air units, and they offer no defence. It is not common since there are normally bridges nearby. Terrain Name: BRIDGE Terrain Type: Ground/Sea Defensive Stars: - Funds Provided: 0 Special: Naval Units can pass through Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : 1 Transport : 1 Notes :This is basically a road across water, which can both be used by ground and naval forces. However, there is no defence here, so make sure you don't linger here. Terrain Name: FIRE PILLAR Terrain Type: Impassable Defensive Stars: - Funds Provided: 0 Special: Lights up an area of a 5 Square Radius around it. Notes :This will basically light up the area with a 5 square radius. It will look like what is below. It does not, however, see through hiding places. Dangerous to be around in Fog of War. # ### ##### ####### ######### #####F##### ######### ####### ##### ### F = Fire Pillar # # = Lit up Spaces Terrain Name: METEOR Terrain Type: Impassable until Destroyed Defensive Stars: - Funds Provided: 0 Special: Blocks Terrain Until Destroyed Notes :The Meteor will have 99 HP and you need to destroy it to pass. Once it is destroyed, it will turn into a Plain. Terrain Name: PLASMA Terrain Type: Impassable Defensive Stars: - Funds Provided: 0 Special: Blocks Terrain Notes :It will only be destroyed when the one of the meteors that found the Plasma has been destroyed. Once removed, it turns into plains. ------------------------------------------------------------------------------ [2.03] Naval Terrain This is what you are going to be using if you are going to develop a navy, and on maps with some element of seas, you'd be foolish not to because how are you going to land some serious firepower? Anyway, move on. Terrain Name: SEA Terrain Type: Sea Defensive Stars: - Funds Provided: 0 Movement Costs Infantry : - Bazooka : - Tire A : - Tire B : - Tank : - Air : 1 Ship : 1 Transport : 1 Notes :This is the default terrain of the sea, the plains of the sea as it were. You generally don't want to hide here, there isn't much cover. Terrain Name: ROUGH SEA Terrain Type: Sea Defensive Stars: ** Funds Provided: 0 Movement Costs Infantry : - Bazooka : - Tire A : - Tire B : - Tank : - Air : 1 Ship : 2 Transport : 2 Notes :You move slower through here because the sea isn't as calm as you'd like. It's slower but provides a bit more cover. Terrain Name: SEA FOG Terrain Type: Sea Defensive Stars: * Funds Provided: 0 Special: Provides a Hiding Spot for Naval Units Movement Costs Infantry : - Bazooka : - Tire A : - Tire B : - Tank : - Air : 1 Ship : 1 Transport : 1 Notes :Probably what'd you be keeping to in Naval battles with Fog of War on. Provides decent cover as well as hiding during Fog of Wat battles. Terrain Name: REEF Terrain Type: Sea Defensive Stars: ** Funds Provided: 0 Special: Provides a Hiding Spot for Naval Units Movement Costs Infantry : - Bazooka : - Tire A : - Tire B : - Tank : - Air : 1 Ship : 2 Transport : 2 Notes :Sort of like the Rough Sea, except it provides a hiding spot for Fog of War battles. Great places to hide. ------------------------------------------------------------------------------ [2.04] Bases What you need to start capturing and taking care of during your battles. You need to note that in Fog of War, all bases that are currently not in your possession will be a hiding spot and will continue to do so unless you move next to it. This provides the best hiding places for Indirect Units, since they have the best protection and are resupplied every turn. Terrain Name: HEADQUARTERS Terrain Type: Ground Defensive Stars: **** Funds Provided: 1000 Special: Resupplies Ground Units Repairs: Ground Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :You want to protect this at all costs, once the enemy captures your HQ, then it is game over for you and a defeat as well. As the HQ is captured, if the game continues, it is converted into a normal city. Terrain Name: CITY Terrain Type: Ground Defensive Stars: ** Funds Provided: 1000 Special: Resupplies Ground Units Repairs: Ground Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :This is the mainstay of your funds, cities is what you are going to be fighting over for the good part of the game. The more you capture, the more money you get to fight with. Terrain Name: FACTORY Terrain Type: Ground Defensive Stars: *** Funds Provided: 1000 Special: Resupplies Ground Units, Builds Ground Units Repairs: Ground Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :This is one of the most strategic goals, you want to make sure you get more of these, the closer to the enemy the better, while you don't want the enemy to get these. You need these to survive. Terrain Name: AIRPORT Terrain Type: Ground Defensive Stars: *** Funds Provided: 1000 Special: Resupplies Air Units, Builds Air Units Repairs: Air Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :Again, another strategic structure, and it is useful since it produces extremely useful transport units and some of the most powerful units in the game. Terrain Name: PORT Terrain Type: Ground/Sea Defensive Stars: *** Funds Provided: 1000 Special: Resupplies Naval Units, Build Naval Units Repairs: Naval Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : 1 Transport : 1 Notes :The final strategic structure, and again, some extremely powerful units are produced here. Note that naval units can access this area. Terrain Name: SILO Terrain Type: Ground Defensive Stars: ** Funds Provided: 0 Special: Launches Missiles Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :Here, infantry units can launch missiles at enemy forces. It is attacking in this form (see below) and can damage up to 13 squares for 3 damage each, regardless of unit type. Ouch! X XXX XXOXX XXX O = Centre of Blast X X = Damaged Squares Terrain Name: RADAR Terrain Type: Ground Defensive Stars: ** Funds Provided: 1000 Special: Reveals squares in Fog of War Conditions Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :This acts like a Fire Pillar, in the same way as it reveals squares during fog of war. Unlike the Fire Pillar, you get a defensive boost and some war funds. Terrain Name: COMM TOWER Terrain Type: Ground Defensive Stars: ** Funds Provided: 1000 Special: Boost in Attack and Defence Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :This allows you to boost the attack and defence capabilities of all your units by 5%, for EACH ONE that you have. Terrain Name: TEMPORARY AIRPORT Terrain Type: Ground Defensive Stars: * Funds Provided: 0 Special: Can be constructed by Mobile Workshops/Rigs Repairs: Air Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :These are built by the Mobile Workship. These act like normal airports except for one glaringly obvious difference, they can't produce any aircraft. They must be built on Plains though. Terrain Name: TEMPORARY PORT Terrain Type: Ground/Sea Defensive Stars: * Funds Provided: 0 Special: Can be constructed by Mobile Workshops/Rigs Repairs: Naval Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : 1 Transport : 1 Notes :Again, these act as normal ports, built by workshops, can be captured by infantry. They must be built on Shoals however. ------------------------------------------------------------------------------ [3.01] Definitions Units are what you are going to be fighting with during the game, no exceptions. Without any units on the field at any time after the first turn, you will automatically lose the game, so it is advisible to have them lying around. You can have a max of 50, any more and the game can't handle it. I am going to write down some definitions for you to make sure you know what it is I'm talking about. * Cost is going to be how many funds that your unit is going to cost. The more powerful the unit is, the more funds required. * Mobility is how far your unit can move along the terrain. The mobility value and actual distance travelled will depend on the terrain's movement cost. * Movement Type will tell you how the unit is going to move. Infantry are going to be Infantry, Bazookas are going to be Bazookas, Light Vehicles are either Tire A or B, Tanks are Tanks, Aircraft are Air, Naval units are Ship and Landers + Missile Boats are Transport. * Vision will tell you how far the unit can see during Fog of War conditions. The vision, however, will not allow you to see into hiding places unless you move past them. * Gas is the amount of spaces the unit can move before it cannot move anymore at all. All non-ground units, that is aerial and naval units consume fuel before the start of your turn and once these units have no more fuel, they will crash or sink. Ground units however, will be immobile and not move. They still work however, but odds are, they won't run out of fuel. * Armour is what type of armour the unit has. Infantry have Infantry or no armour, Light Vehicles such as Recons and Flares have Light Armour, Tanks have medium armour, Heavy Tanks have Heavy Armour and Megatanks have Very Heavy armour. * Attack Range will determine how far the unit can attack WITHOUT MOVING. The attack range for direct units is ALWAYS 1 while it will vary with indirect units. * Primary Weapon is what the unit will normally use against targets and this is generally their strongest attack. The Primary Weapon always has limited ammo and when it does run out, it will switch to a secondary weapon, if possible. Certain units can only be attacked with the Primary Weapon, for example, Cruisers against other Ships. * The Secondary Weapon is what the unit will use if there is no primary weapon or there is no more ammo in the primary weapon, OR if an attack on the targets warrants the secondary weapon. For example, Cruisers can use their Secondary AA Gun on Aircraft but not their anti-ship missiles. * Material is the amount of Material a unit can carry. This only applies to Mobile Workshops/Rigs and Carriers. These are used to build special units or structures, and cannot be replaced, unless with a secret CO power so you need another new unit for more material. * Very Vulnerable means that the unit is extremely weak when attacked by the following units. * Vulnerable means that the unit is weak when it is attacked by the following units. ------------------------------------------------------------------------------ [3.02] Damage Equations Okay, lets go all over how damage is dealt and received by your units and enemy units. --==Damage==-- * All units start off dealing 100% of their default damage. Their default damage is determined based off their weapon and who their enemy target is currently. These will be listed for each of the units. * The next problem is the health of the unit. The health of the attack unit will determine how strong it is. The ratio is: Attacking Unit's HP/10. That means, if the attacker is on 8, it will get 80% of full damage based on the ratio, while a perfectly healthy unit will be 100%. Another example is a unit on 5HP will attack at 50% strength. * The third part will be the Attacking Unit Stat/Defence State. That means the total attack power of the attacking unit, including external factors over the defensive statistic of the defender, which will be discussed later. For example, lets keep it simple, a Tank is attacking another Tank. All things being equal, they are both on roads, no veterancy. So, the attacking stat is: 100 (Attacking Tank) / 100 (Defending Tank). ! Therefore, the damage equation of the attack is as follows. Please note that Default Damage, Health and Attack/Defence are all expressed as percentages and fractions, no full values. Default Damage against Unit X Health/10 X Attack/Defence * Note that the Default Damage will not change. The Health will change as well the Attack. --==Damage Modifiers==-- There are several factors that can influence the Attacking Stat of your unit. Lets go through them: * If the Unit is at Level 1, add 5 extra attack stat points. * If the Unit is at Level 2, add 10 extra attack stat points instead. * If the Unit is Veteran or Ace, add 20 extra attack stat pionts instead. * If the Unit is in the CO Zone, add an extra 10 attack stat damage. * If the Unit is in the Co Zone and fits the bonus of the CO, Increase attack stat by 10 for each star in Attack Up * If there is a Sandstorm, -30 attack stat points for the unit, except for those will Lily/Penny as CO. * If you have Communication Towers in your possession, add 5 attack stat points for EACH Tower. Please note that the damage for veterancy DOES NOT STACK. So Aces get 20 extra points, not 35 which means stacking. Please keep this in mind. Examples: * The Attack Stat of a Battleship, Ace, in CO Zone with CO Bonus of 2 Stars attack against a Heavy Tank on the road, Full Health, is: Default Damage (50%), Health 10/10 (100%), Attack/Defence (150/100) = 75% = 75% Damage will be the Result * A Rocket Unit, Level 2, 7HP, In CO Zone, 3 Comm Towers in control attacks a Anti-Air on the road, Full Health is: Default Damage (75%), Health 7/10 (70%), Attack/Defence (135/100) = 70% = 70% Damage will result. Note that Damage is ROUNDED DOWN REGARDLESS * A Bomber, Level 1, 4HP, In CO ZONE, 2 CO Stars, 2 Comm Towers, In Sandstorm attacks a Mega/War Tank on the road, Full Health is: Default Damage (75%), Health 4/10 (40%), Attack/Defence (115/100) = 34% = 34% Damage will result. --==Defence==-- Note that there is no real ratio for this. Instead, defence will act through the Defence Stat. So far, my Examples have been through the default with no defence from terrain, no veterancy, etc. However, that will chance. The Defence stat can be modified by: * The Default Value is, 100 Defence Stat Points * If the Unit is on Ace/Veteran, add 20 extra defence stat points * The Terrain, if provides cover, will give defence points equal to: TERRAIN STARS X HEALTH OF DEFENDER * For Each Communication Tower, add an extra 5 Defence Points for EACH TOWER. * If it is in the CO Zone, add an extra 10 Defence Points. * If it fits the CO Bonus whilst in CO Zone, Increase Points by 10 points per Star * If your are playing Finn/Weylon as CO and use his CO Power, increase all air defence by 250%. Example: * The Defence Stat of a Tank, In the CO Zone, 2 CO Stars, 1 Comm Tower, Level 2, On a Wood Tile, on Full Health. = Default (100) + Co Zone (10) + 2 CO Stars (20) + Comm Tower (5) + Level 2 (0) + Wood Tile (3X10) = 165. Note that Level 1 and 2 Units DO NOT GET A BOOST in Defence. --==Combat Equation==-- Now combine the two together. Remember the equation: DEFAULT DAMAGE X HEALTH X (ATTACK STAT/DEFENCE STAT) = Damage Now, combine the two examples with the following. * A Battleship, Ace Level, In the Co Zone with 2 CO Stars attacks a Tank In the Co Zone with 2 Co Stars, 1 Comm Tower on a Wood Tile, Full Health. = 65% X 100% X (150/165) = 59% Damage and there you have it, you now know how to do the Combat Equation. Except who cares, you really are hear to have fun, aren't you. I do hope so, and not here to hear my Maths Lecture. --==Luck==-- Again, Luck is back. The Luck factor is that units can somehow deal more damage than they are meant to. However, with Nell in this game, your units can only deal ONE extra damage, tops. Again, Luck is another equation: (Random Value Between 0 and 1) X Unit HP X (Attack/Defence) As such, the health of the Unit will prevent weak 1 HP units dealing more damage than they are meant to. As such, Luck is a relatively minor factor in this game. Think of it as a stray bullet disabling a tank's engine. --==Veterancy==-- To prevent your units to be send and forget fodder, there is Veterancy. As I have shown you, Veterancy can mean extra damage and extra defence as your troops become more experienced. After all, more experienced troops are more ready for battle, been there and done that. All units can gain veterancy, provided that it is enabled in the games rules. All one has to do to gain veterancy is to actually destroy a unit, regardless of who dealt the most damage. Veterancy is awarded to the unit how delivers THE KILLING BLOW, NOT the MOST DAMAGE. Personally, I prefer the C&C style where Veterancy is gained determined on how much damage you cause in relation to unit cost. That makes more sense that killing a unit and being more experienced. And now onto the units. ------------------------------------------------------------------------------ [3.03] Ground Units Ground Units are all deployed from your Factorys and are to be used on the ground. They are no good in the air, and no good on the sea, but on the ground, hence the name, ground units. **************** *Infantry Units* **************** Unit Name : Infantry Description : Cheapest Unit. Can Capture Bases. vision +3 when on Mountains Cost : 1500 Credits Gas : 99 Vision : 2 Attack Range : 1 Mobility : 3 Movement Type : Infantry Armour : Infantry Primary Weapon : None Primary Ammo : - Primary Attacks : - Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Bomber, Mega Tank, Anti-Air, Rockets, Heavy Tank, Mech Gun, Ship Plane Vulnerable To : Flare, Recon, Tank, Battle Heli, Battleship, Anti-Tank Default Damage: Infantry - 55 Mech Gun - 10 Missile Boat - NA Bazooka - 45 Anti Tank - 30 Lander - NA Motorbike - 45 Rockets - 20 Interceptor - NA Recon - 12 Missiles - 20 Bomber - NA Flare - 10 Workshop - 14 Fighter - NA Anti-Air - 3 Battleship - NA Battle Heli - 8 Tank - 5 Cruiser - NA Trans Heli - 30 Heavy Tank - 5 Carrier - NA Ship Plane - NA MegaTank - 1 Submarine - NA Meteor - 1 --==Notes==-- Your infantry unit, which costs an extra 500 credits than before, due to infantry spamming. Again, they are useful because they are used to capture enemy cities and one thing that isn't mentioned, launch missiles. On the battlefield, they are only useful at the start, and after that, they lose their usefulness. They are creamed by anything that moves. They are only useful in doing one thing, they are extremely handy in removing enemy Anti-Tank units. Look at the chart above and see that besides attack other infantry, they are very good against Anti-Tank units. Unless you are looking for a cheap Meat Shield, use this only to capture bases and launch missiles. --==Pros and Cons==-- + Cheapest Unit in the game + Good damage against other Infantry units + Can capture bases and launch missiles + Good against Anti-Tanks + Quick across Terrain + +3 Vision on top of mountain + Slightly more damage than Helis - Extremely weak armour - Weak attack against armoured units - Slower across mountains and heavy terrain --==Killing Them==-- You really need my help on killing infantry units? You've got to be kidding. Anyway, there are basically many things that can 1 hit KO infantry, ranging from the Mega Tank to Bomber, while other units can seriously wound them. The only hard part is when they are on 3* and 4* terrain where they will not die that easily. But since they can't fight back very well, it isn't much of a problem. --==Commander==-- Seriously, unless there is only infantry on a pre-deployed map, you should not really mount a CO into an Infantry unit. It would be too easy to kill the unit and while it may be cheap, it surely isn't worth it. Besides, there are many units that can move faster. Also, the AI will, being smart, not place their CO on this unit as well, because it is smarter than that. --------------------------------------- Unit Name : Bazooka (EU/AUS), Mech (US) Description : Attack Power High. Can Capture Bases. Vision +3 when on Mountains. Cost : 2500 Credits Gas : 70 Vision : 2 Attack Range : 1 Mobility : 2 Movement Type : Bazooka Armour : Infantry Primary Weapon : Bazooka Primary Ammo : 3 Primary Attacks : Vehicles Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Bomber, Anti-Air, Mega Tank, Rockets Vulnerable To : Mech Gun, Ship Plane, Heavy Tank, Tank, Flare, Battleship Default Damage: Infantry - 65 Mech Gun - 70 Missile Boat - NA Bazooka - 55 Anti Tank - 55 Lander - NA Motorbike - 55 Rockets - 85 Interceptor - NA Recon - 85 Missiles - 85 Bomber - NA Flare - 80 Workshop - 75 Fighter - NA Anti-Air - 55 Battleship - NA Battle Heli - 12 Tank - 55 Cruiser - NA Trans Heli - 35 Heavy Tank - 25 Carrier - NA Ship Plane - NA MegaTank - 15 Submarine - NA Meteor - 15 --==Notes==-- The strongest infantry unit in the game, they are armed with one dangerous weapon, the Bazooka. The change to make sure that Mech spams are more effective with an lower cost. Except that such spams are actually quite easy to kill, using Battle Helis and Anti-Airs to counters. Although they have some power against Vehicles, they are infantry units which make them having no armour, and their mobility will restrict how much damage they can deal. They are effective in Fog of War conditions with dealing with enemy Recons that are attempting to scout out your base. Also, their slow speed will not allow them to take down indirect, which may be a problem if you are trying to sneak up on them. Like infantry, they can take bases and launch silos. Also, they are the most effective ground unit attack Anti-Tanks in terms of cost and relative damage. They deal more default damage than any direct attack tank. Again, the problem is getting them close. For large maps, if you plan to use these, you need a transport closeby. --==Pros and Cons==-- + Great damage against armoured units + Can capture bases and launch missiles + Fastest across mountains + Easy to Spam + Cheaper than before + Great against Anti-Tanks - Extremely Slow - Poor Counterattack - Still have infantry armour - Needs a Transport for great distances. --==Killing Them==-- They aren't that hard to take down, they are easy since there are many units that are relatively good against infantry such as Anti-Airs and the MegaTank. However, the problem is that they can counter-attack and deal some damage, or they would spot you and attack first and dish out some damage. You can use Air units to get around this or use some indirects and take the Bazookas down. Since it would be risky to use your ground units, if you have to use ground units, pound it with some infantry, or hope that your AA is lucky and scores a kill. Do not engage with armour without dealing more than 85% damage, because their counterattack, over time, will kill. Death by a million paper cuts. --==Commander==-- Not a great idea since they are so slow. Their armour is also quite weak and would seriously be a waste of your time and enengy. For this, the enemy doesn't use a Mech as the Commander unit either. --------------------------------------- Unit Name : Motorbike (EU/AUS), Bike (US) Description : Infantry Unit. High Mobility. Able to capture bases. Cost : 2500 Credits Gas : 70 Vision : 2 Attack Range : 1 Mobility : 5 Movement Type : Tire B Armour : Infantry Primary Weapon : None Primary Ammo : - Primary Attacks : - Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Bomber, Anti-Air, Mega Tank, Rockets Vulnerable To : Mech Gun, Ship Plane, Heavy Tank, Tank, Flare, Battleship Default Damage: Infantry - 65 Mech Gun - 15 Missile Boat - NA Bazooka - 55 Anti Tank - 35 Lander - NA Motorbike - 55 Rockets - 35 Interceptor - NA Recon - 18 Missiles - 35 Bomber - NA Flare - 18 Workshop - 20 Fighter - NA Anti-Air - 5 Battleship - NA Battle Heli - 12 Tank - 8 Cruiser - NA Trans Heli - 35 Heavy Tank - 5 Carrier - NA Ship Plane - NA MegaTank - 1 Submarine - NA Meteor - 1 --==Notes==-- One of the newer units introduced into the game, which is probably more useful than adding another tank. First was the Tank, then Md Tank, then Neo Tank, the Mega Tank, next would be Super Tank. Anyway, they are designed to be like the Bazooka/Mech, they are advanced infantry. These guys are useful because of their mobilty and their cheap cost. As such, they are useful early game to capture bases a good distance away since they are as fast as an APC transport without the extra cost. However, it doesn't completely replace infantry. Their Tire B movement makes them much slower than infantry on certain tiles, such as Forests, and they also cannot be used to enter mountain tiles. Imagine driving a Motorbike on a mountain. There is also another problem that they cannot board Transport Copters and Missile Boats. That limits their moving capabilities over impassible tiles such as ocean tiles. However, with their long range, they can make good hit and run attacks in Indirect units, in particular, the Anti-Tank which seems to hate infantry fire. Their good infantry killing ability will make them a cheap method of base defence from transports rushing in and sending in infantry to capture your bases. They are on the same cost as the Bazooka. Consider them a Mech without the Bazooka and good range. --==Pros and Cons==-- + Relatively cheap + Good against enemy infantry + Good against the vile Anti-Tank + Extremely high mobility for infantry + Can capture bases + Can avoid range of Indirects and then attack + Useful for base defence against Infantry - Cannot cross mountains - Cannot use Transport Copters or Missile Boats - Extremely Slow across Heavy Terrain with Tire B movement - Little damage against armoured units - Does not fully replace the role of Infantry and Mechs --==Killing Them==-- It really is like a Bazooka unit, except you don't fear the counter-attack as much as you'd normally do. Normal Infantry killers such as Anti-Airs can grind this into the sand. They do not have any vehicle armour, they have the same infantry armour, making them really, cannon fodder. And once you have crippled them, the odds are that they cannot move quickly away since they have the Tire B movement. Eliminate as if they were infantry. --==Commander==-- These are not extremely effective in terms of placing your Commander in here. It may be cheap, but unless you have no real power and just use the radius, such as Carter, then you shouldn't consider it. The AI won't use this as a Command Post either. ********** *Vehicles* ********** Unit Name : Recon Description : Reconnaissance unit. High Mobility. Good range of vision. Cost : 4000 Credits Gas : 80 Vision : 5 Attack Range : 1 Mobility : 8 Movement Type : Tire A Armour : Light Primary Weapon : None Primary Ammo : - Primary Attacks : - Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Mega Tank, Bomber, Heavy Tank, Rockets Vulnerable To : Bazooka, Tank, Mech Gun, Ship Plane, Battle Heli, Anti-Tank, Battleship Default Damage: Infantry - 75 Mech Gun - 45 Missile Boat - NA Bazooka - 65 Anti Tank - 15 Lander - NA Motorbike - 65 Rockets - 55 Interceptor - NA Recon - 35 Missiles - 55 Bomber - NA Flare - 30 Workshop - 45 Fighter - NA Anti-Air - 8 Battleship - NA Battle Heli - 18 Tank - 8 Cruiser - NA Trans Heli - 35 Heavy Tank - 5 Carrier - NA Ship Plane - NA MegaTank - 1 Submarine - NA Meteor - 1 --==Notes==-- The Recon is back, and it does what it is built for, reconnaissance. They are designed for Fog of War conditions as a scout unit, and given the cost, mobility and vision, they are worth it. Since this game is more laden on hiding places, that is a benefit and disadvantage for the Recon. The advantage is that hidden places in Fog of War will hide enemy units and recons can easily scout them out. The disadvantage is their movement type. They are extremely limited in actually crossing hiding places, which are generally heavy terrain such as Woods. Generally, unless there are a lot of roads, these should be replaced by the Flare. More on that later. These are good against Infantry however, and as such, they can easily protect your base from enemy bases even though you are a good distance away. Their high mobility will allow them to rush in and fight enemy infantry. That will make it more than useful early game to deny your opponent from capturing cities. Also, look at their default damage against enemy indirects, bar the Anti-Tank. It is relatively high, and that makes them extremely useful in Fog of War since you can outrange them easily. However, they do suffer from their movement type and their armour. It is still weak, and that is a problem. They also suffer from competition with the Flare. The flare is stronger than the Recon, but that is a Tank unit. Therefore, the Recon is good on light terrain such as citiess and roads, while Flares are good with Forests and Wastelands. The fact that Recons are crap on Plains is a problem though. --==Pros and Cons==-- + Extremely high mobility + Extremely large vision + Powerful against infantry + Powerful against indirect units + Faster on light terrain such as roads + Cheap and good for harrassing enemy infantry + Good form of base defence against infantry capture - Movement type (Tire A) are horrible on Plains - Weak against armoured vehicles - Flare is stronger and more useful - Designed for Fog of War play, nothing else --==Killing Them==-- Recons are extremely lightly armoured vehicles. Think of it as a Jeep without the armour. As such, most armoured units can cause it a world of hurt. Only Infantry and Motorbikes will have some problem, they suffer against all indirects, tanks, and the most fearful, the Mech unit. Several high tier units can easily blow this apart such as the Mega Tank and the Bomber unit. Also, Battle Helis can deal some good damage against these units without suffering a major counter-attack. --==Commander==-- I suggest you look harder to find a suitable Command Post than to use a Recon. Although it is cheap, there are much better alternatives, such as a Tank for instance. The AI will not use this as a Command Post either. --------------------------------------- Unit Name : Flare Description : In Fog of War, can fire flare rocket. Illuminates 2 square area where it lands. Cost : 5000 Credits Gas : 60 Vision : 2 Attack Range : 1 Mobility : 5 Movement Type : Tank Armour : Light Primary Weapon : Flares Primary Ammo : 3 (Range 5) Primary Attacks : - Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Mega Tank, Bomber, Heavy Tank Vulnerable To : Rocket, Tank, Bazooka, Ship Plane, Mech Gun, Battle Heli, Anti-Tank Default Damage: Infantry - 80 Mech Gun - 45 Missile Boat - NA Bazooka - 70 Anti Tank - 15 Lander - NA Motorbike - 70 Rockets - 55 Interceptor - NA Recon - 60 Missiles - 55 Bomber - NA Flare - 50 Workshop - 45 Fighter - NA Anti-Air - 45 Battleship - NA Battle Heli - 18 Tank - 10 Cruiser - NA Trans Heli - 35 Heavy Tank - 5 Carrier - NA Ship Plane - NA MegaTank - 1 Submarine - NA Meteor - 5 --==Notes==-- This is the next addition to this game, and the big brother of the Recon. Besides the difference of 1000 Credits to fund their construction, there are more indepth differences. First of all, they can fire the Flare Rocket, which allows them to light up an area, the area the same size of that of a missile impact. That means a 13 Square light up, like so: X XXX XXXXX XXX X And that is relatively useful. It will reveal all units that are in the hiding spots without having a unit next to them. This makes the quite valuable in Fog of War as a spotter unit for Rockets if they are hiding in Hiding spots. Its useful, therefore, in Indirect Wars. The flare would not however, light up Subs haved dived, since you'd need some more advanced weaponry than that. To fire the Flare, you need to make it act like an indirect unit. They can only fire the flare while stationary, so stop and fire. Also, their machine gun is more powerful than that of the Recon. So what, its only 5 damage against infantry you might point out. But I point to the Anti-Air column. Recons hit for 8, this hits for 45, which is quite a big difference. They can be used as base defence for a longer period of time than the Recon since they do some damage to armour. It is also useful for its movement type. It can cross terrain much easier but it is more limited in terms of how many tiles it can move. Outside Fog of War however, normal people don't bother with this or the Recon, they opt for the one up, AA and Tanks. Also, in Fog of War, look at the Vision of this thing. 2. That isn't exactly useful. If there are a lot of hiding places, use this over the recon. More heavy terrain, use the Flare. No Fog, don't use any. --==Pros and Cons==-- + Their flares allow to spot hiding enemies + More powerful machine gun than Recons + Stronger against Infantry + Good against enemy Indirects and AAs + Faster across heavy terrain and plains + Flares light up a good distance away from the Flare. + Powerful against enemy Recons and Flares - Poor vision, only 2 while Recon has 5 - Limited mobility, compared with the Recon - Flares shut down after the end of turn - Weak armour for a Tank unit - Practically useless without Fog of War --==Killing Them==-- These are just Recon units with more power and cost more. The defence of the Flare is pretty much the same compared with the Recon and as such, it is demolished by Tanks, Aircraft and Mech units. Therefore, use your Tanks, Bombers, Indirects and Helis to bomb this into submission. As a side note, they are rarely encounted in the AI, they deploy at most 3 per map, making it hard to get those medals. --==Commander==-- You are so close to purchasing a CO Tank, so this isn't exactly a good choice either. Although it is cheap, there is no point of having a cheap CO unit that is easily destroyed. It would be considered if it was decent against enemy armour. Note that the AI doesn't use this as a Command Post either. --------------------------------------- Unit Name : Anti-Air Description : Specialised Anti-Air unit. Can also attack ground forces. Cost : 7000 Credits Gas : 60 Vision : 3 Attack Range : 1 Mobility : 6 Movement Type : Tank Armour : Medium Primary Weapon : Vulcan Cannon Primary Ammo : 6 Primary Attacks : Infantry, Vehicles, Aircraft, Helicopters Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Mega Tank, Heavy Tank Vulnerable To : Bomber, Rockets, Tank, Anti-Tank Default Damage: Infantry - 105 Mech Gun - 70 Missile Boat - NA Bazooka - 105 Anti Tank - 30 Lander - NA Motorbike - 105 Rockets - 85 Interceptor - 70 Recon - 60 Missiles - 85 Bomber - 70 Flare - 50 Workshop - 75 Fighter - 75 Anti-Air - 45 Battleship - NA Battle Heli - 105 Tank - 15 Cruiser - NA Trans Heli - 120 Heavy Tank - 10 Carrier - NA Ship Plane - 75 MegaTank - 1 Submarine - NA Meteor - 10 --==Notes==-- This is one of the best ground units that isn't a Tank. Look at those attack stats. They can easily read enemy helicopters, do some real damage against those more expensive air units, rip apart enemy infantry and critically wound enemy Indirects, except for the Anti-Tank. As such, these should be built after a few turns and be used as a way to counter enemy infantry capturing cities. In fact, there are probably more often used to counter infantry than aircraft. However, that being said, they are extremely good against enemy aircraft. They can easily wipe the floor with enemy Helicopters, resulting in one hit kills, but they have been nerfed so they cannot deal 1 hit kills to enemy bombers. Note that enemy Bombers will not try to attack AAs as well. Their power is extremely limited in attack Bombers and can no longer get 1 hit kills, and as such suffer a counter-attack, a waste for such an expensive unit. However, they will be a threat, so make sure there is another to back it up. 2 AAs cost 14000, a Bomber costs 20000, so losing 7000 to destroy 20000 is pretty good in terms of an exchange. The problem is with Anti-Air that I encounter the most is the ammo. They previously had 9 and now they have 6, meaning that I have to resupply them more often. This is due to their Anti-Infantry role to disrupt capturing, and as such, they need to be far from a supply point and less ammo means that they need more resuppling and that is quite annoying. --==Pros and Cons==-- + Destroys enemy Helicopters with ease + Destroys enemy infantry or seriously wound infantry units + Powerful against expensive aircraft such as Bombers + Powerful against enemy indirects such as Rockets + Good mobility to rush back for base defence + Better armour than before + Better against Bombers, can provide a decent counter-attack + Cheaper than before, previously at 8000 - Weak against armoured units, the Tanks - Cannot wipe out aircraft with ease like before - Machine Gun will not deter enemy Tanks - Less Ammo than before, causing more resupplies --==Killing Them==-- Mechs are not a bad option to attach them, but if you are using Mechs, use two to wipe it out. The first mech, the attacking one, will suffer a pretty large counter-attack, but it is weak enough for the second to wipe it out. Tanks are the best option, they can dish out a fair amount of damage without taking a lot of damage in return. Bombers can also attack there, but there should not since it will counter- attack against the bomber, doing damage more of less equal to the health of the AA. Helis should not be considered, unless it is the finishing kill. Indirects should be considered since they can dish out some damage. --==Commander==-- This isn't a bad choice if you know there are going to be aircraft or a lot of infantry on your map. With the CO zone and some decent CO, you can wipe the floor with all aircraft, including the pesky bombers that you can't kill normally. However, this will not defend you against Tanks though, so that is a downside. The AI doesn't consider this to be a post though, so your infantry are relatively safe. --------------------------------------- Unit Name : Tank (EU/AUS), Light Tank (US) Description : Light Tank Unit Cost : 7000 Credits Gas : 70 Vision : 3 Attack Range : 1 Mobility : 6 Movement Type : Tank Armour : Medium Primary Weapon : Tank Gun Primary Ammo : 6 Primary Attacks : Vehicles, Ships, Sub Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Bomber Vulnerable To : Mega Tank, Ship Plane, Anti-Tank, Heavy Tank, Battle Heli, Rockets Default Damage: Infantry - 75 Mech Gun - 70 Missile Boat - 55 Bazooka - 70 Anti Tank - 30 Lander - 18 Motorbike - 70 Rockets - 75 Interceptor - NA Recon - 85 Missiles - 75 Bomber - NA Flare - 80 Workshop - 85 Fighter - NA Anti-Air - 75 Battleship - 8 Battle Heli - 18 Tank - 55 Cruiser - 9 Trans Heli - 35 Heavy Tank - 35 Carrier - 8 Ship Plane - NA MegaTank - 20 Submarine - 9 Meteor - 20 --==Notes==-- This is your basic workhorse of your army. They have relatively good mobility and they are quite powerful. Their machine gun can shred infantry and their Tank Cannon will deal some good damage against Armoured units. They are decent because their mobility can allow them to outrange rockets, they can lurk outside the range, and then force it to move back or face damage. Therefore, their speed will help break a chokepoint with your heavy forces killing the block, and your tanks taking out the indirects. However, they are lacking in power against their bigger brothers, the Heavy/Medium Tank and the Mega/War Tank. Also, attack the Anti-Tank is a poor decision, since the counter-attack is SEVERE. Therefore, use these to attack anything other than the Hvy, Mega Tanks and the Anti- Tank, letting others do the job. --==Pros and Cons==-- + Your basic workhorse, good with everything they attack + Good against enemy infantry + Good against Light armoured units + Good mobility + Dual weapons, provides a backup + Outranges enemy indirects + Not very expensive - Weak against air units - Weak against more heavily armoured units - Poor against the Anti-Tank - Less ammo than before --==Killing Them==-- If you want to seriously damage the Tank, you need either a Bomber or a Mega Tank. Otherwise, the Anti-Tank and the Heavy Tank works relatively well. Tank against Tank is effective, but that will dish out some counter attack damage and that isn't helpful. Remember, death by a million paper cuts. The most overlooked option is the Battle Heli. They dish out some good damage against the Tank, while receiving less as well, and they have good mobility to counter-balance that of the Tank. Also, they are quite cheap compared with the other options, the Hvy, Anti and Mega Tanks all cost over 10000, the Battle Heli sits at 9000. --==Commander==-- This is a great option to place your Commander in. It deals out some damage to yuor enemies and it is relatively quick to move around. With the CO on board, it can dish out damage to the Heavy Tanks while supporting the units around it. The AI will use this quite often for a Command Post. Ed/Will, O'Brain/Brenner, Lin, Catleia/Isabella, Carter/Forsythe, Lili/Penny and Stolos/Caulder will decide to use this as their CO Post. --------------------------------------- Unit Name : Heavy Tank (EU/AUS), Medium Tank (US) Description : Reinforced Tank Cost : 12000 Credits Gas : 50 Vision : 2 Attack Range : 1 Mobility : 5 Movement Type : Tank Armour : Heavy Primary Weapon : Heavy Tank Gun Primary Ammo : 5 Primary Attacks : Vehicles, Ships, Sub Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Bomber Vulnerable To : Mega Tank Default Damage: Infantry - 90 Mech Gun - 85 Missile Boat - 55 Bazooka - 80 Anti Tank - 35 Lander - 22 Motorbike - 80 Rockets - 90 Interceptor - NA Recon - 95 Missiles - 90 Bomber - NA Flare - 80 Workshop - 90 Fighter - NA Anti-Air - 90 Battleship - 10 Battle Heli - 24 Tank - 75 Cruiser - 12 Trans Heli - 40 Heavy Tank - 55 Carrier - 10 Ship Plane - NA MegaTank - 35 Submarine - 12 Meteor - 35 --==Notes==-- A crappy version of the previous Medium Tanks. It is sort of the go between the Medium Tank replace, the Mega Tank and the Tank. It is relatively decent with their cheaper costs, they can severely cripply anything that decides to move, except the air units and the Mega Tanks. If you are going to use this to attack Mega Tanks, make sure you decide to attack first, since it will shred it if it manages to attack first. The major problem I have with this is the weaker mobility. Because it is much slower, but not that much slower, it can just run up to a Rocket unit and do some serious damage to it. Because of this, it isn't afraid of Rockets or any indirects, except for that pesky Anti-Tank. That thing is seriously annoying. That being said, it is good for all round work, a step up from the Tank. You will need to boost it up for some more damage, but they are good at killing everything that decides to move on the ground. Still horrible against the Anti-Tank though, and that is a problem. --==Pros and Cons==-- + More armour that your average tank + Dishes out more damage all round + Can attack other Heavy Tanks for some damage + Can deal some good damage to Mega Tanks if it attacks first + Cheaper than before, making it a good spamming unit + Stronger with Ace level + Can attack and destroy Rockets - Less ammo than before - Slower than a normal tank - Weak against air units - Low mobility with heavy terrain is a problem --==Killing Them==-- With increasing armour, it becomes more of a problem to smash these things into useless scrap metal. Your best bet is to use some Bombers to attack without fear of a counterattack. However, short of that, use some Battle Helis to dish out some damage for low counter attack damage, then the Mega Tank. Choke them using hidden indirects, in particular, Rockets. Even if it can see the Rocket unit, it can move up to it and attack it, but a smart commander will have either another indirect to back it up or some firepower nearby. --==Commander==-- Not a bad choice for a CO unit, except my problem with it is that is a problem because of the poor speed. Other than that, it makes it quite strong if it is just a ground battle. This is much better than the Mega Tank for reasons that I will explain below. The AI will be the same as the normal Tank. Those who use the Normal Tank as a Command Post will use the Heavy Tank as well, so prepare your bombers and make sure those Rockets are loaded. --------------------------------------- Unit Name : Mega Tank (EU/AUS), War Tank (US) Description : Most powerful tank. Boasts superlative attack and defence capabilities. Cost : 16000 Credits Gas : 50 Vision : 2 Attack Range : 1 Mobility : 4 Movement Type : Tank Armour : Very Heavy Primary Weapon : Mega Tank Cannon Primary Ammo : 5 Primary Attacks : Vehicles, Ships, Sub Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : None Vulnerable To : Bombers Default Damage: Infantry - 105 Mech Gun - 105 Missile Boat - 65 Bazooka - 95 Anti Tank - 40 Lander - 28 Motorbike - 95 Rockets - 105 Interceptor - NA Recon - 105 Missiles - 105 Bomber - NA Flare - 105 Workshop - 105 Fighter - NA Anti-Air - 105 Battleship - 12 Battle Heli - 35 Tank - 85 Cruiser - 14 Trans Heli - 45 Heavy Tank - 75 Carrier - 12 Ship Plane - NA MegaTank - 55 Submarine - 14 Meteor - 55 --==Notes==-- As you'd expect, the name of the unit denotes now good it is. It is extremely powerful, and you don't want to be ambushed by one of these units, it isn't exactly fun. Their attack power and kill most infantry, kill indirects, except for the Anti-Tank, and knock out the lighter vehicles, while crippling your enemy tanks. With such great power, they are best used for base defence and not really attacking, why? It problem with the Mega Tank is the poor range of the unit. It cannot move up to a Rocket unit and hit it without being hit first, and that is a big problem. And with such a big price tag, the enemy will more likely go after this unit first. And that will be a problem, or an advantage if you have a few surprises up your sleeve. And with its lumbering towards the enemy, they can easily retreat their forces to save them from danger, while pounding you with indirects. Therefore, this is ideal at choke points. Its armour will make it the best blocker at a choke point while your indirects ruin the enemy forces. Since it is hard to take down, it will be a while for the enemy to take this one down, and by the time it is gone, a replacement is already there. And imagine this, a Ace Mega Tank running towards your base. That isn't exactly the best thought in the world. --==Pros and Cons==-- + Extreme power against all moving units + The strongest ground unit + Much better against enemy Battle Helis than before + Can 1 hit kill many units + Easy to level up for more power - Poor Mobility - Weaker Armour than you'd expect - Outranged by enemy Indirects - Too slow for a main offensive army - Too expensive to CO - Vulnerable to Spams --==Killing Them==-- Your primary weapon against a Megatank is going to be the Bomber unit. They are good at dishing out the damage to the Megatank without taking any in return. Other than that, your best bet is going to be the Indirects. Battleships and Rockets can dish out some damage, and given that the Mega Tank cannot attack a Rocket, it is outranged, it will be available to attack. After that, it would be MegaTank to MegaTank, while it is a bit expensive and wasteful. Use a chokepoint with a useful meatshield and indirect them. Your Battle Helis will not work well, but they still work. Dealing 3 to 4 damage while taking 3 damage in return is a relatively fair trade, although the next attack from the Mega Tank to the Heli isn't going to be pleasant. For removal, Spam. A large amount of Mechs or Tanks is going to chip away at the armour of the Mega Tank and show how weak it truly is. Like I keep saying, death by a million paper cuts. --==Commander==-- It is a powerful Command Post, I'll admit that, but unless there is a good reason, it is just too expensive to use this as a CO unit, costing an extra 8000 for your CO to be on board. However, having a CO such as Larissa/Tabitha on board, it makes it nigh unstoppable, so think about your CO and whether it would be smart or not. However, the price for a CO Megatank is more than that of a Bomber, which is more useful, and just short of the Battleship which is extremely powerful. However, if it is just a ground battle, it isn't too much of a problem, except for mobility. The AI will use this one as a common Command Post, provided that they can afford the Mega Tank in the first place. Just deny them of funds if they are getting close. Larissa/Tabitha will use this as a Command Post, and when this happens, you seriously need some Indirects and Bombers to remove it it, it is just too dangerous to have around on the battlefield. --------------------------------------- Unit Name : Mech Gun (EU/AUS), Artillery (US) Description : Indirect Attack Unit. Attack cannot be launched after the unit has moved. Cost : 6000 Credits Gas : 50 Vision : 3 Attack Range : 2-3 Mobility : 5 Movement Type : Tank Armour : Medium Primary Weapon : Cannon Primary Ammo : 6 Primary Attacks : Infantry, Vehicles, Ship, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Mega Tank, Bomber Vulnerable To : Heavy Tank, Rockets, Mech Gun, Tank, Bazooka, Ship Plane, Battleship Default Damage: Infantry - 90 Mech Gun - 75 Missile Boat - 105 Bazooka - 85 Anti Tank - 55 Lander - 65 Motorbike - 85 Rockets - 80 Interceptor - NA Recon - 80 Missiles - 80 Bomber - NA Flare - 75 Workshop - 70 Fighter - NA Anti-Air - 65 Battleship - 45 Battle Heli - NA Tank - 60 Cruiser - 55 Trans Heli - NA Heavy Tank - 45 Carrier - 45 Ship Plane - NA MegaTank - 35 Submarine - 55 Meteor - 45 --==Notes==-- The Mech Gun is the same as the previous Artillery with some slight changes, which I say is for the better. It loses 3 ammo at the price of gaining 2 more vision, which is much more useful in Fog of War conditions. With this boost in vision, it basically allows the Mech Gun to see anything that it is capable of actually shooting down. This is one unit that should only be used, however, when you need a cheap unit to defend your bases. It is relatively good at choke points, but it is overshadowed by the Anti-Tank, which is much better at choke points because it has a much higher stopping power than the Mech Gun does and that is probably better. This is good in this game's Fog of War, which has a lot more hiding places and means death can come from any direction. However, the Rocket unit is such better than this, except the movement is a real pain since of its Tire movement. Still, having this next to a Rocket unit is extremely useful. The Rocket will take down larger, further threats while the Mech Gun picks off the ones that pass through. --==Pros and Cons==-- + Cheap, Indirect unit + Good stopping power + Can attack naval units for some damage + Better defence + More vision for Fog of War - Less Ammo to fire with - Cannot move and fire like the Battleship - Weak attack range - No counter-attack - Outranged by a lot of things --==Killing Them==-- These are relatively simple to take out since a lot of units can easily outrange this unit. However, because it is an indirect unit, that means the enemy is going to protect it, and they will need some countering, not this Mech Gun. Move a Tank and smack for some serious damage. Also, other Indirects, which are Rockets and Battleships, easily outrange and kill it with ease. Air units will have no problem in bombing this into submission either. It isn't hard to remove one of these at all. --==Commander==-- It is good is you are playing Trak or Larissa/Stolos to fight because their boost will make getting past a choke point with this a real pain. With the Larissa/Stolos CO, your defending units get a boost, which makes this a real issue. However, it isn't exactly the fatest moving unit on the fast of the earth, so a reconsider is in order. The AI however, will not pop up in this however. --------------------------------------- Unit Name : Anti-Tank Description : Indirect attack unit. When under direct enemy attack, it can counter-attack. Cost : 11000 Credits Gas : 50 Vision : 2 Attack Range : 1-3 Mobility : 4 Movement Type : Tire B Armour : Heavy Primary Weapon : Cannon Primary Ammo : 6 Primary Attacks : Infantry, Vehicles, Helicopters Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : None Vulnerable To : Bomber Default Damage: Infantry - 75 Mech Gun - 65 Missile Boat - NA Bazooka - 65 Anti Tank - 55 Lander - NA Motorbike - 65 Rockets - 70 Interceptor - NA Recon - 75 Missiles - 70 Bomber - NA Flare - 75 Workshop - 65 Fighter - NA Anti-Air - 75 Battleship - NA Battle Heli - 45 Tank - 70 Cruiser - NA Trans Heli - 55 Heavy Tank - 60 Carrier - NA Ship Plane - NA MegaTank - 50 Submarine - NA Meteor - 55 --==Notes==-- These units are extremely handy in choke points, both as the Blocking Unit and in Indirect. As you can see, when they are direct attacked, they can counter attack, and that means a lot of damage. For instance, the Mega Tank can attack an Anti-Tank and the amount it deals will probably the amount that it suffers, and that is not fun. Look at the cost of the Mega Tank and the Anti-Tank, a 5000 credit difference. Note that this is one indirect with a twist, it can attack both ground AND air units. It can hit helis with some might, and that isn't exactly a nice thing. The problem is that it loses is ability to attack naval units, and that is what you're Rockets are for. The problem is that this unit has bad movement. The mobility is extremely annoying and cannot move fast on light or heavy terrain. Also, it is somewhat weak to infantry. Infantry units can deal as much damage as a tank unit, and Mechs deal even more damage. Their counterattack is quite strong, but compared to the cost, it is the most cost effective way to remove them. --==Pros and Cons==-- + Powerful Indirect unit + Able to Counterattack + Extremely powerful armour for an Indirect unit + Decent against Helicopters + Decent against enemy tanks + Strong against the Mega Tank - Pathetic against infantry - Weak against ground units compared with other Indirects - In Fog of War, its vision is very limiting - Its Tire B movement limits its mobility - Has a low initial mobility score - Low damage against infantry --==Killing Them==-- These are a real pain to remove, since they have such high armour and it simply isn't cost effect to use armoured units such as tanks to fill this role. You need to find of more effective ways. The Bomber is the best role for you, since it deals good amounts of damage without fear of counterattack. The Ship Plane is also an option for removing it. If you cannot do that, you can use the Battleship, Rockets and the Mech Gun to destroy it by outranging it and whittle it down from there. Finally, the last method is to use infantry. It will still suffer from the counter attack but cost-wise, it is a much better option that leaving it there and doing nothing. Vehicles and Helicopters will get totally caned by this, so don't think about those options. --==Commander==-- Not exactly your best option. Their slow speed will seriously effect their usefulness. The CO's should serve on the frontline, and these take too long to get to the front line. It is only useful at a blocker at chokepoints, but it will be too expensive and timely to get a replacement. Trak will tend to show up in the Anti Tank quite a fair bit, and apparently, Lili will show up sometimes, but it is quite rare though. --------------------------------------- Unit Name : Rockets Description : Indirect attack unit. Powerful with a wide attack range. Cost : 15000 Credits Gas : 50 Vision : 3 Attack Range : 3-5 Mobility : 5 Movement Type : Tire A Armour : Light Primary Weapon : Rockets Primary Ammo : 5 Primary Attacks : Infantry, Vehicles, Ships, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Mega Tank, Bomber, Heavy Tank Vulnerable To : Bazooka, Tank, Rockets, Mech Gun, Ship Plane, Battle Heli, Battleship Default Damage: Infantry - 95 Mech Gun - 80 Missile Boat - 105 Bazooka - 90 Anti Tank - 65 Lander - 75 Motorbike - 90 Rockets - 85 Interceptor - NA Recon - 90 Missiles - 85 Bomber - NA Flare - 85 Workshop - 80 Fighter - NA Anti-Air - 75 Battleship - 55 Battle Heli - NA Tank - 70 Cruiser - 65 Trans Heli - NA Heavy Tank - 55 Carrier - 55 Ship Plane - NA MegaTank - 45 Submarine - 65 Meteor - 55 --==Notes==-- My second favourite Indirect unit, after the battleship. These are the best of the indirect ground units that you can purchase. Their range is also increased like the Mech Gun, but it isn't as useful because they cannot see what they are capable of hitting. Also, the Tire A designation will seriously slow how fast they can move. Even on the basic plains will slow the Rockets, and that is a serious downfall. However, the reason you really purchase these suckers is for their extreme power and their range. They make sure that the enemy avoids it's fearsome range. Also, they are a fear factor during Fog of War battles since they can decimate the enemy attack without exposing the position of it. However, with great power comes a downfall, the armour of the rocket is so pathetic, it isn't really funny. Infantry can dish out a fair amount of damage, and they are meant to be the weakest unit. Imagine a Mega Tank attack a Rocket unit... --==Pros and Cons==-- + Large Range + Strong Attack power + Effective against Naval units - Extremely weak armour - Pathetic movement type - Poor Vision - Armour not worth the high cost - 2 Square minimum range (cannot attack) --==Killing Them==-- Geez, there are so many options. Your best is to use a Heavy Tank, Tank or Anti-Air to rush in and cause some trouble. Infantry and Mechs, not to mention Bikes, can seriously cause some havoc with the enemy Rockets since they are cheap, easy to spam, and cause some harm. Air units will have the luxury of not really caring about the rocket's range since they are air units. Bombers and Battle Helis can cause some serious harm while Fighters/Dusters can start to annoy. Other than that, don't bother with indirects. Only the Battleship can hurt it and it still can't get away from it. Use anything but indirect units against it. --==Commander==-- Sure, you might think it is useful for the range, but in fact it really isn't all that useful. The movement is far too slow to move to the front lines to cause damage, it is too expensive and for a good player, it is quite easy to take down. Unless you are choking the enemy, don't really bother. However, that doesn't stop the AI from doing so, and Trak will often appear in the Rockets. Lili can as well, but not as common. --------------------------------------- Unit Name : Missiles Description : Indirect attack unit. Only capable of striking air targets. Cost : 12000 Credits Gas : 50 Vision : 5 Attack Range : 3-6 Mobility : 5 Movement Type : Tire A Armour : Light Primary Weapon : Anti-Air Missiles Primary Ammo : 5 Primary Attacks : Aircraft, Helicopters Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Mega Tank, Bomber, Heavy Tank Vulnerable To : Bazooka, Tank, Rockets, Mech Gun, Battleship, Ship Plane, Anti-Tank Default Damage: Infantry - NA Mech Gun - NA Missile Boat - NA Bazooka - NA Anti Tank - NA Lander - NA Motorbike - NA Rockets - NA Interceptor - 100 Recon - NA Missiles - NA Bomber - 100 Flare - NA Workshop - NA Fighter - 100 Anti-Air - NA Battleship - NA Battle Heli - 120 Tank - NA Cruiser - NA Trans Heli - 120 Heavy Tank - NA Carrier - NA Ship Plane - 100 MegaTank - NA Submarine - NA Meteor - NA --==Notes==-- The Missiles is once again, the only ranged anti-air unit since the Carrier turned into a direct attack unit for some reason. The trade off here is that the Missile loses one maximum ammo from 6 to 5, and instead gains one more to range, making it's range larger than that of a Rocket's unit. However, their mininum range is still quite large and it is advisable to use a AA unit to defend it in case units slip past. Also, its firepower is something that air units should really fear. The default damage is an instant kill. The range of the unit will make sure that air units scared. With the increase in hiding spots, this makes it a fear that enemy commanders, good or bad, will have to think about. What is the point of sending a Bomber into the enemy base when one of the many forests along the way contains a Missile unit? That will certainly make people think twice. What you want to do is to park these outside enemy airports, and with their range, it is well protected. Place them on the further ring of your range, since you don't want enemy units sneaking past. However, don't forget that Airports are aerial hiding spots and that is a problem. Keep going past with recons and that will allow you to see. --==Pros and Cons==-- + Extremely large attack range + Extremely powerful vision + Powerful against air units + Low cost compared with air units downed - Poor mobility with the Tire A movement - Poor armour - Large minimum range - Range cannot cover Bombers sneaking through. --==Killing Them==-- The easiest solution it to use ground units to pound it into submission. It cannot attack ground, which is stupid, and this allows for any ground unit, direct or indirect, to pound it into a pulp. A bomber is a possible solution to attack it, since it's mobility is greater than that of the Missile's range. Battle Helis can also sneak in and cause some damage, since it is rather mobile. The final solution is to use Battleships to outrange them. --==Commander==-- Why would you even consider it. The stopping power kills the aircraft to give a 1 Hit KO, so why boost it? It would be a waste of your time and money. No AI will place their CO here either. --------------------------------------- Unit Name : Mobile Workshop (EU/AUS), Rig (US) Description : Carries X 1 Infantry or Bazooka, Supplies units and builds Airports and Ports. Cost : 5000 Credits Gas : 99 Vision : 1 Attack Range : 0 Mobility : 6 Movement Type : Tank Armour : Medium Material : 1 Very Vulnerable To : Mega Tank, Bomber, Heavy Tank Vulnerable To : Rockets, Tank, Bazooka, Ship Plane, Mech Gun, Battle Heli --==Notes==-- Wow, it is a APC, and it is here to do what the APC does, carry infantry around the map and resupply your forces. That is just the basis of what they are meant to do, except they have one bonus, they can now build temporary airports and ports. These buildings are just temporary, and do not provide funds nor defensive cover. Airports must be built on plains and Ports must be built on shoals. They also change the terrain. These temporary bases allow for units to move quickly, including the Tire A who suffer across plains. Temp Ports built on shoals for units to resupply and repair. Because they are built on shoals and that they change the shoal to a temp port, it allows for Battleships, Carriers and Cruisers to use beaches like never before. And these are also hiding places for all units, so keep that in mind. Also notes that they act like a property, and as such, they can be captured by the enemy for their own gain. Given that the game allows for less ammo in your units, these are going to be essential for large maps. Also, they are common for their Temp buildings, more since you can only build one. --==Pros and Cons==-- + Supplies your forces + Carries infantry around + Builds temporary properties - Material cannot be resupplied except via CO Pwer - No weapon - Weak armour - Doesn't look like a real APC --==Killing Them==-- These should not be attack instead of the proper units, those with guns, unless there is infantry or it is acting as the choker at the chokepoint. Other than that, anything can blow it up, from lowly infantry to a Mega Tank to a big Battleship. --==Commander==-- I will laugh for hours for every person who uses this as a CO post. It is only remote effective for Stolos and Larissa, but isn't there more effective units. The AI doesn't build these, so they can't command it. ------------------------------------------------------------------------------ [3.04] Aerial Units All your aerial units are going to be produced at the airport. Please note that they will consume 5 fuel per turn regardless because they are airborne. The Ship Plane must be constructed at the Carrier unit. ********** *Aircraft* ********** Unit Name : Interceptor (EU/AUS), Fighter (US) Description : Air Unit. Can attack air units. Most mobile aircraft. Cost : 20000 Credits Gas : 99 Vision : 5 Attack Range : 1 Mobility : 9 Movement Type : Air Armour : Aircraft Primary Weapon : Anti-Air Missile Primary Ammo : 6 Primary Attacks : Aircraft, Helicopters Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Cruisers, Missiles Vulnerable To : Anti-Air Default Damage: Infantry - NA Mech Gun - NA Missile Boat - NA Bazooka - NA Anti Tank - NA Lander - NA Motorbike - NA Rockets - NA Interceptor - 55 Recon - NA Missiles - NA Bomber - 65 Flare - NA Workshop - NA Fighter - 80 Anti-Air - NA Battleship - NA Battle Heli - 120 Tank - NA Cruiser - NA Trans Heli - 120 Heavy Tank - NA Carrier - NA Ship Plane - 65 MegaTank - NA Submarine - NA Meteor - NA --==Notes==-- The Interceptor is the Air to Air killing. With one side looking like F/A 18's and Migs on the other, they are the jet fighters. They are the best against the enemy helicopters, having one hit kills, but they do face resistance against other aircraft, bar the Bomber. Given their large vision and high mobility, they are also useful as scouting units in Fog of War. Their Air to Air missiles have also been nerfed a bit in this game. They can no longer deal great damage against enemy Bombers and Ship Planes. Maybe they should invest in some more powerful missiles, like the Slammer. Look it up on google if you don't know about it or Wikipedia. Even though they are not as powerful as they used to be. --==Pros and Cons==-- + Extremely high mobility + Powerful vision + Kills helicopters pretty quickly - Costly for an Anti-Air solution - Not powerful against Bomber units - Weak against enemy AA units - Less powerful than the missile unit --==Killing Them==-- These units are a real pain. Since they have decent armour, your best bet is to use either the Cruiser, if it is on the sea, or the Missiles unit if it falls into range. If that doesn't work for you, use AA guns to knock it out or even the Carrier unit for the weak, but direct attack. If that part fails, then you can go to Fighters and other Interceptors to deal with the problem. The main goal is for you to attack first, and not be attacked. One Fighter can deal 4 damage while taking 5 in return, while your interceptors can usually get a 8-4 ratio pretty easily. --==Commander==-- A good choice for your CO because they deal some pretty heavy damage with these. CO's such as Finn/Weylon and Zadia/Tasha are born to be in these, and with CO units such as these, they can be dominating and deadly. The AI will not place their CO's in here, which is lucky for you. I guess. --------------------------------------- Unit Name : Bomber Description : Air Unit. Can attack ground and naval units. Exceptional power. Cost : 20000 Credits Gas : 99 Vision : 3 Attack Range : 1 Mobility : 7 Movement Type : Air Armour : Aircraft Primary Weapon : Bomb Primary Ammo : 6 Primary Attacks : Infantry, Vehicles, Ship, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Cruiser, Missiles Vulnerable To : Anti-Air Default Damage: Infantry - 115 Mech Gun - 105 Missile Boat - 120 Bazooka - 110 Anti Tank - 80 Lander - 95 Motorbike - 110 Rockets - 105 Interceptor - NA Recon - 105 Missiles - 95 Bomber - NA Flare - 105 Workshop - 105 Fighter - NA Anti-Air - 85 Battleship - 85 Battle Heli - NA Tank - 105 Cruiser - 50 Trans Heli - NA Heavy Tank - 95 Carrier - 85 Ship Plane - NA MegaTank - 75 Submarine - 95 Meteor - 90 --==Notes==-- The Battleships of the sky, they cannot indirectly attempt enemy units but they can sure cause a lot of damage. They are the cause of death of many units, including those who seem invulnerable. That includes the Mega Tank, Anti-Tank and Battleships. However, as powerful as they are, they do not have any Anti-Air defences, and Interceptors, Fighters and Ship Planes have no problem in demolishing these. That why in reality, they are guarded by Fighter jets lest they be Stealth Bombers. It was a good think they removed that unit, that was a total let down. Anyway, be careful when using these, because they are mince meat for AA guns on the ground. But in reality, such Bombers will be travelling so fast that bullets will be useless against them. The best direct unit in the game. --==Pros and Cons==-- + Large Mobility allows for Large Attack Range + Overkill to anything that decides to move a bit + More armour than before, can withstand AA and Interceptors - Poor Vision compared to the Mobility - No anti-air units as protection - Requires AA protection constantly - Their attack power is nerfed against AA --==Killing Them==-- The best units for killing these are missiles and cruisers as they can one hit kill the bombers. If note, you can use Interceptors and Fighters to make sure the Bombers can feel some main as well as retreating from your own forces. However, the best psychological deterrant is the AA unit. They will scare any commander away from their base. The AAs are cheap and compared to the Bomber, extremely cost-effective. Keep these to make sure they don't turn up. --==Commander==-- This will seriously be overkill against enemy units. A CO that is in the Bomber will gain 30% more attack since they are both in the CO Zone and are at Ace/Veteran level. That is seriously overkill and simply too hard to get rid of. Thankfully, the AI isn't that cruel on you, but that doesn't mean the AI is. Imagine Stolos/Caulder in one of these. I am seriously going to worry about that. --------------------------------------- Unit Name : Fighter (EU/AUS), Duster (US) Description : Air Unit. Can attack ground and air units. Medium power. Cost : 13000 Credits Gas : 99 Vision : 4 Attack Range : 1 Mobility : 8 Movement Type : Air Armour : Aircraft Primary Weapon : Machine Gun Primary Ammo : 9 Primary Attacks : Infantry, Vehicles, Aircraft, Helicopters Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Curisers, Missiles Vulnerable To : Anti-Air, Interceptors Default Damage: Infantry - 55 Mech Gun - 15 Missile Boat - NA Bazooka - 55 Anti Tank - 5 Lander - NA Motorbike - 45 Rockets - 20 Interceptor - 40 Recon - 18 Missiles - 20 Bomber - 45 Flare - 15 Workshop - 15 Fighter - 55 Anti-Air - 5 Battleship - NA Battle Heli - 75 Tank - 8 Cruiser - NA Trans Heli - 90 Heavy Tank - 5 Carrier - NA Ship Plane - 45 MegaTank - 1 Submarine - NA Meteor - 1 --==Notes==-- A weaker version of the Interceptor, the Fighter is practically an old 1950's fighter plane, or a modern day crop duster with machine guns. My main gripe with this is that it can outrun a Bomber. How can such an old piece of military aircraft outrun a few jet engines? Anyway, they are a threat to enemy infantry units and do some damage to enemy aircraft, but their little machine guns do hardly any damage against armoured threats. And these are relatively easy to take down. --==Pros and Cons==-- + High Mobility + Good against infantry + Good against helicopters + Does good damage against enemy aircraft + Large vision for Fog of War + Cheaper AA - Does hardly any damage against armoured targets - Easily dispatched via AA - Not good against Interceptors --==Killing Them==-- They are relatively easy to get rid of. Since they are aircraft, they are easily removed with Missiles and Cruisers. Powered up Interceptors can dish out some damage, while other Fighters can maim this. AA is extremely useful since the Machine gun damage in counterattack won't be able to do much. --==Commander==-- These are good places to place your Command Post to be, but they are limited. They are good against Helicopters and infantry, but they will get slaughted by anything else. You are better if you use a Bomber as a Command Post, it does something. You will see most COs get into one of these, including Finn/Weylon and Zadia/Tasha. They are quite powerful, but Cruisers and Missiels can do some damage. --------------------------------------- Unit Name : Ship Plane Description : Air unit. Can attack any unit. Can only be produced at sea by Carriers. Cost : 15000 Credits, 1 Material Gas : 40 Vision : 4 Attack Range : 1 Mobility : 7 Movement Type : Air Armour : Aircraft Primary Weapon : Missile Primary Ammo : 3 Primary Attacks : Infantry, Vehicle, Aircraft, Helicopters, Ships, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Cruisers, Missiles Vulnerable To : Anti-Air Default Damage: Infantry - 90 Mech Gun - 70 Missile Boat - 105 Bazooka - 85 Anti Tank - 50 Lander - 85 Motorbike - 85 Rockets - 80 Interceptor - 45 Recon - 80 Missiles - 70 Bomber - 55 Flare - 75 Workshop - 75 Fighter - 65 Anti-Air - 45 Battleship - 65 Battle Heli - 85 Tank - 75 Cruiser - 40 Trans Heli - 95 Heavy Tank - 65 Carrier - 65 Ship Plane - 55 MegaTank - 55 Submarine - 55 Meteor - 55 --==Notes==-- This is one of the reasons that you actually decide to get a Carrier. These are extremely useful because as you can see, they are the only unit that can attack everything and can deal some good damage. They are even good against other planes. However, it is costly to produce one. You need to think about the cost of the carrier and the plane, and note that you can only produce 4 with one carrier, due to limited material, and that material cannot be resupplied, except for the Fat Admiral. Also, there are problems. They can only carry limited fuel and even less ammo. Don't forget that it is a plane and needs 5 fuel a turn to make sure that it doesn't sink. So remember that. This sort of remains me of an A-10 Thunderbolt. --==Pros and Cons==-- + Extremely powerful + Attacks anything + Relatively cheap + Heavy armour for a plane. - Expensive for a Carrier - Low Fuel capacity - Low ammo capacity - Low mobility - Easy to remove - Depends on a Carrier or Airport for supplies --==Killing Them==-- Easy, let them hang in the air for a long period of time and make them crash. If they want to go back to resupply, sink the Carrier sink that will be their main source of supplies. Other than that, use AA and Missiles to knock it out of the air. And beside you need naval power for the Sea Plane, you can use Cruisers. Eliminate just like a normal plane. --==Commander==-- It is a good idea if it wasn't for the low fuel and the low ammo capacity that it currently has. Other than that, it would be capable. The AI doesn't want to use this as a Command Post either. --------------------------------------- ************ *Helicopter* ************ Unit Name : Battle Helicopter (EU/AUS), Battle Copter (US) Description : Air unit. Can attack ground and naval units as other Helicopters. Cost : 9000 Credits Gas : 99 Vision : 2 Attack Range : 1 Mobility : 6 Movement Type : Air Armour : Helicopter Primary Weapon : Air to Surface Missile Primary Ammo : 6 Primary Attacks : Vehicles, Ships, Sub Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Missiles, Interceptors, Cruiser, Anti-Air Vulnerable To : Ship Plane, Fighter Default Damage: Infantry - 75 Mech Gun - 65 Missile Boat - 85 Bazooka - 65 Anti Tank - 20 Lander - 15 Motorbike - 65 Rockets - 75 Interceptor - NA Recon - 75 Missiles - 55 Bomber - NA Flare - 75 Workshop - 70 Fighter - NA Anti-Air - 10 Battleship - 25 Battle Heli - 65 Tank - 70 Cruiser - 5 Trans Heli - 85 Heavy Tank - 45 Carrier - 15 Ship Plane - NA MegaTank - 35 Submarine - 15 Meteor - 20 --==Notes==-- The Battle Heli is a good, all-round uniot, it can attack anything with some good damage. They are bets to harrass enemy infantry and can deal some good damage to armoured units. However, these helicopter units are slightly weaker to machine guns since it seems that enemy infantry can deal some damage to it, which is a different story compared with the previous games. Although they will not destroy the enemy units completely for you, they are quite powerful against them and can damage the war effort of the enemy, and this will set the enemy back a few steps. They are best used to knock out enemy indirect units and to damage their heavy and mega tanks, provided they hit first, they can dish out some damage. --==Pros and Cons==-- + Damages most units on the field + Effective against infantry + Effective against enemy tanks + Power increased since previous game + Outranges enemy Missiles units + Powerful when spammed - Armour is a bit weaker than before - Can be easily removed with AA - Always needs first strike, if attacked, it is weaker --==Killing Them==-- They are extremely weak against enemy AA attacks and any units such as AA, Interceptors, Fighters and other Helis are quite strong and powerful to knock it down. Also, infantry is quite powerful against it and the Mega Tank's machine gun does do some damage. They are easy to get rid of, provided that they are within the range of your attackers. --==Commander==-- A unique position for your Commanding officer, but it isn't exactly the safest of topions since Battle Helis are easily destroyewd and that doesn't really help anyone. However, the fat admiral and Zaida/Tasha are quite powerful in Battle Helis, making enemy tanks scared for sure. Too bad the AI doesn't use this. --------------------------------------- Unit Name : Transport Helicopter (EU/AUS), Transport Copter (US) Description : Air Unit. Carries X 1 Infantry or Bazooka Unit. No attack capabilities. Cost : 5000 Credits Gas : 99 Vision : 1 Attack Range : 0 Mobility : 6 Movement Type : Air Armour : Helicopter Very Vulnerable To : Anti-Air, Missiles, Interceptor, Cruiser, Ship Plane, Fighter Vulnerable To : Battle Heli --==Notes==-- It is a transport helicopter. It can ferry around a single infantry unit around the battlefield for faster movement. However, the reason you don't want to rely on these is that they are pretty weak, their armour is like infantry armour and anything can kill it. --==Pros and Cons==-- + Ferries around infantry - Weakly armoured - Defenceless - Infantry cannot fire from it --==Killing Them==-- Well, anything that is listed above can easily kill it. But basically anything that can attack the transport helicopter can kill it. Since the armour is dropped on this Heli, machine guns deal more damage than they used to so even infantry can deal some damage against this. I'd keep these protected or not use them. --==Commander==-- You've got to be kidding me with considering this as a Command Post. Even the AI isn't this stupid. ------------------------------------------------------------------------------ [3.05] Naval Units All naval units are produced at your Port facility. All require 1 fuel per turn to stay afloat. No fuel for that compulsory 1 Fuel per turn consumption means the unit will sink. ************ *Transports* ************ Unit Name : Missile Boat (EU/AUS), Gunboat (US) Description : Naval unit. Attacks Naval units. Carries X 1 Infantry or Bazooka unit. Cost : 6000 Credits Gas : 99 Vision : 2 Attack Range : 1 Mobility : 7 Movement Type : Transport Armour : Ship Primary Weapon : Anti-Ship Missile Primary Ammo : 1 Primary Attacks : Ships, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Bomber, Submarine, Ship Plane, Rockets, Mech Gun, Battleship Vulnerable To : Battle Heli, Cruiser, Missile Boat Default Damage: Infantry - NA Mech Gun - NA Missile Boat - 75 Bazooka - NA Anti Tank - NA Lander - 55 Motorbike - NA Rockets - NA Interceptor - NA Recon - NA Missiles - NA Bomber - NA Flare - NA Workshop - NA Fighter - NA Anti-Air - NA Battleship - 40 Battle Heli - NA Tank - NA Cruiser - 40 Trans Heli - NA Heavy Tank - NA Carrier - 40 Ship Plane - NA MegaTank - NA Submarine - 40 Meteor - NA --==Notes==-- An interesting new unit. The Missile Boat, it is a missile boat, it doesn't carry guns, is basically a transport that has a single shot weapon. They have pretty good mobility and that makes them a good transport across the water. However, their armour is pretty weak, and that makes them an easy target to get rid of. However, it has a powerful weapon and it can dish out damage to other ships, including the cruiser, which is pretty annoying with their heavy armour. You must remember that there is only a single shot with the missile boat, so it is really hit and run because you have to reload the missiles. Also, make sure that if you are using these as attacking units, have a few of them, maybe three of them around. With such speed, they can easily knock out enemy naval units with three ships, and given that naval units are relatively expensive, they will surely cost the enemy, and that your ships will level up. However, be careful as several naval units and indirects can achieve one hit kills. --==Pros and Cons==-- + Is an infantry transport + Relatively quick and mobile + Strong attack + Decent against Cruisers + Useful for hit and runs + Fastest naval unit + Extremely cheap - Only one ammo for its missiles - Weak armour, resulting in easy kills --==Killing Them==-- They are extremely weak and can die from a lot of things. Submarines and Battleships can easily knock it out, Cruisers can injure is badly, aircraft and remove them, I suggest that you take them out before they actually go out and damage you. --==Commander==-- Seriously? Although it is fast, it is far too weak for the Command Post as well as it is very limited in ammo, and they is a weak point. No surprise that no one decides to use them as CO posts. --------------------------------------- Unit Name : Lander Description : Naval unit. Can transport X 2 ground units. No attack capability. Cost : 10000 Credits Gas : 99 Vision : 1 Attack Range : 0 Mobility : 6 Movement Type : Transport Armour : Ship Very Vulnerable To : Bomber Vulnerable To : Ship Plane, Submarine, Battleship, Rockets --==Notes==-- Same as before, it is a transport ship that carries any two ground units and ferries across the sea to a new location. These are the only way to attack an enemy island on such maps. Unless you capture an enemy factory and start building that is. --==Pros and Cons==-- + Transports 2 Ground units + Cheaper than sending infantry to capture factories + Good armour - No defence --==Killing Them==-- The best way is to outrange them. Battleships can easily hit them whilst moving and Rockets and Mech Guns can seriously harm them with they are on the beach. Cruisers and Subs will make their transport job a living hell and the Missile Boats are effective as hit and run. Bombers will sink them and the Helis and Ship Planes will serious make them reconsider. --==Commander==-- You sure you really want to do this? The AI doesn't bother with this. --------------------------------------- ****** *Ship* ****** Unit Name : Battleship Description : Naval unit. Has unique ability to launch indirect attacks after moving. Cost : 25000 Credits Gas : 99 Vision : 3 Attack Range : 3-5 Mobility : 5 Movement Type : Ship Armour : Ship Primary Weapon : Cannon Primary Ammo : 6 Primary Attacks : Infantry, Vehicles, Ships, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : None Vulnerable To : Bomber, Submarine Default Damage: Infantry - 75 Mech Gun - 70 Missile Boat - 95 Bazooka - 70 Anti Tank - 55 Lander - 75 Motorbike - 70 Rockets - 75 Interceptor - NA Recon - 70 Missiles - 75 Bomber - NA Flare - 70 Workshop - 65 Fighter - NA Anti-Air - 65 Battleship - 45 Battle Heli - NA Tank - 65 Cruiser - 65 Trans Heli - NA Heavy Tank - 50 Carrier - 50 Ship Plane - NA MegaTank - 40 Submarine - 65 Meteor - 55 --==Notes==-- An extremely powerful indirect unit. They can now attack when they move, which is extremely dangerous. That doubles their range since they can move 5, and then attack with 5 range. With this ability, they can easily pound shore defences and allow a good landing. In fact, if you are planning a landing, make sure you have some Battleships to soften the defences. However, make sure that you protect your Battleships with Cruisers because enemy subs and air units will make sure that you don't get an easy go. Also, their power has dropped since the previous game, and this will cause some problems since they can no longer beat the living daylights out of anything. --==Pros and Cons==-- + Can move and attack + Extremely Powerful + Extremely large range + Heavy armour - No defence against air units and Submarines - Expensive --==Killing Them==-- This is going to be quite hard since no one uses Battleships without Cruisers as an escort since they are units no one wants to lose. That makes air and naval attacks quite useless. I'm afraid that you need to sacrifice some units to ensure they are destroyed. Subs can be used, but that will not give a 1 hit kill and Cruisers will easily wipe you out when their turn comes. Use swarm tactics and either hit back with your own Battleships, or missile boat them. --==Commander==-- This is a great CO post. The firepower gets a massive boost and that will make your Battleship a real threat. However, while it maybe a big boost, it is extremely expensive and that will make sure enemy units go after this. The AI will use this. Sigismundo/Greyfield will only appear in one of these and Trak will often be in one of these. --------------------------------------- Unit Name : Carrier Description : Naval unit. Can carry X 2 air units and produce ship Planes. Cost : 28000 Credits Gas : 99 Vision : 4 Attack Range : 1 Mobility : 5 Movement Type : Ship Armour : Ship Primary Weapon : None Primary Ammo : - Primary Attacks : - Secondary Weapon : Anti-Air Gun Secondary Ammo : Infinite Secondary Attacks : Aircraft, Helicopters Very Vulnerable To : Submarine Vulnerable To : Bomber Default Damage: Infantry - NA Mech Gun - NA Missile Boat - NA Bazooka - NA Anti Tank - NA Lander - NA Motorbike - NA Rockets - NA Interceptor - 35 Recon - NA Missiles - NA Bomber - 35 Flare - NA Workshop - NA Fighter - 40 Anti-Air - NA Battleship - NA Battle Heli - 45 Tank - NA Cruiser - NA Trans Heli - 55 Heavy Tank - NA Carrier - NA Ship Plane - 40 MegaTank - NA Submarine - NA Meteor - NA --==Notes==-- The most expensive unit in the game, and one of the weakest. It longer is the indirect missile unit of the sea, it is a direct attack AA unit. And that is pretty weak. The main role of the aircraft carrier is what it's name suggests, to carry aircraft. They are here to build, rearm and repair your aircraft. However, these carriers are do damn precious. They are 1 hit killed by enemy submarines, and that isn't exactly a good thing. After all, they can't defend themselves. The only reason for them is for producing their aircraft at 15000 credits each. However, that is pretty costly for an aircraft considering there is money spent on the Carrier and there is a limited 4 material they can use, unless you are Sigismundo. If you are going to use one of these, consider building up a navy first. --==Pros and Cons==-- + Can deploy ship planes + Can rearm and refuel aircraft + Can repair your aircraft + Carries up to two aircraft at a time - Weak AA gun - Limited material - Expensive to set up - Weak armour - 1 hit killed by Submarines --==Killing Them==-- Easy, a Submarine. They will get an easy one hit kill against a carrier. That and the planes that happen to be on board, and that is a lot of money that goes down with the carrier. However, the problem is trying to get is past the cruisers, and that make need some battleships to take them down. So use subs, or Battleships in that case. --==Commander==-- No way. It is too expensive to have this as a CO unit, and except for the CO zone, it wouldn't be worth it. The AI cannot afford to do this. --------------------------------------- Unit Name : Cruiser Description : Naval unit. Strong against air units and Submarines. Transports X 2 Helis. Cost : 16000 Credits Gas : 99 Vision : 5 Attack Range : 1 Mobility : 6 Movement Type : Ship Armour : Ship Primary Weapon : Anti-Ship Missile Primary Ammo : 9 Primary Attacks : Ships, Submarine Secondary Weapon : Anti-Air Gun Secondary Ammo : Infinite Secondary Attacks : Aircraft, Helicopters Very Vulnerable To : None Vulnerable To : None Default Damage: Infantry - NA Mech Gun - NA Missile Boat - 85 Bazooka - NA Anti Tank - NA Lander - 40 Motorbike - NA Rockets - NA Interceptor - 105 Recon - NA Missiles - NA Bomber - 105 Flare - NA Workshop - NA Fighter - 105 Anti-Air - NA Battleship - 38 Battle Heli - 120 Tank - NA Cruiser - 28 Trans Heli - 120 Heavy Tank - NA Carrier - 38 Ship Plane - 105 MegaTank - NA Submarine - 95 Meteor - NA --==Notes==-- These units are just too hard to kill. They refuse to be sunk. They are cheap, have good vision and mobility, pretty strong armour, instant kill against aircraft and kills, or almost kills enemy submarines. The only good thing is that it cannot attack ground units. Also, it can carry 2 helicopters around for a good time, except it cannot refuel, rearm or repair them though. So you might be wondering, why not use these. People do, because they are the only units that can keep the submarines at bat and the only unit who can attack submarines that have dived. Although they can be used as a patrol vessel, they are more commonly seen as escort vessels since they are there to protect the battleships and carriers from enemy submarines. These are impossible to get rid off easily, so you need some backup. --==Pros and Cons==-- + The only unit that can take down the Submarines + They are extremely hard to kill + They have good vision + They have good mobility + They can instantly kill aircraft + Can carry 2 helicopters around - Cannot attack ground. If only... --==Killing Them==-- Your best bet is to use some battleships to outrange this sucker. They can attack from a range and be safe. Other than that, you'd be looking for the missile boats since they do good damage against the cruiser. Other than that, there isn't much that will knock them down. Don't try Bombers, thats suicide. --==Commander==-- They aren't that useful, but if that happens, it will be extremely powerful and the enemy will want to keep subs and aircraft away from it. Too bad the AI does not approve of this. ************ *Submarines* ************ Unit Name : Submarine Description : Naval unit. After diving, it remains hidden unless enemy units adjacent. Cost : 20000 Credits Gas : 70 Vision : 5 Attack Range : 1 Mobility : 6 Movement Type : Ship Armour : Submarine Primary Weapon : Torpedo Primary Ammo : 6 Primary Attacks : Ships, Submarine Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Bomber, Cruiser Vulnerable To : None Default Damage: Infantry - NA Mech Gun - NA Missile Boat - 120 Bazooka - NA Anti Tank - NA Lander - 85 Motorbike - NA Rockets - NA Interceptor - NA Recon - NA Missiles - NA Bomber - NA Flare - NA Workshop - NA Fighter - NA Anti-Air - NA Battleship - 80 Battle Heli - NA Tank - NA Cruiser - 20 Trans Heli - NA Heavy Tank - NA Carrier - 110 Ship Plane - NA MegaTank - NA Submarine - 55 Meteor - NA --==Notes==-- This is going to be one of the most dangerous tools in the game if there are navies around. This is basically a psychological weapon, rather than one of real damage. As you can see, they do decent damage, especially to carriers, but they cannot kill and get away with it. And now since they are submerged when they are built, they are a real threat. They do however, burn 5 times as much fuel when they are underwater then when they are surfaced. You need a cruiser to kill the sub when it is in this state. The problem is that you cannot kill with it, but flash your sub past their unit once in a while to ensure that they are scared enough to keep their battleships away from your base. Also, make sure you have some battleships of your own, the ensure that the cruisers that will kill your submarine are down before they get first strike. --==Pros and Cons==-- + Can submerge, which makes it extremely hard to kill + Deals a lot of damage against ships + Instant kills enemy carriers + Large vision - Consumes a lot of fuel when submerged - When surfaced, it can be easily attacked - It is very expensive to build one - Easily killed by Cruisers --==Killing Them==-- There is only one solution to this, cruisers. When they have dived, they need cruisers to be eliminated. When they have surfaced, they can be attacked by a fair amount of units, but they is quite rare and often they will be surfaced when they have not been followed. You can use your own submarines to find it and kill it, but that is hard since you need to worry about your own submarine being kiled. --==Commander==-- This is an interesting choice, to power up your submarine, but the CO Zone will give away the position of your submarine. If the other player is smart, they would realise that their units are doing less damage than usual and then go on the lookout for the submarine that they know is in the area. It is smart, but not without mistakes. And the AI doesn't bother with this, which is should. That would be interesting, and ruin that strategy for a while. ------------------------------------------------------------------------------ [4.01] Fog of War Fog of War is the common battle condition that most veteran will normally play in, because without it, it really isn't much of a challenge to fight on what everyone can see. Therefore, this is going to be on that you need to understand. Fog of War is the fact that you cannot see more than your units can see. True, if you don't have Satellites to watch the world with, militaries cannot see more than what their units can tell them. As such, the vision of your units are going to be a key factor. The vision of the units will report to you exactly what they can see to you. The use of hiding places will allow you to certainly be surprised to find that your Recon has walked right into a Mega Tank, and that certainly isn't good. Hiding places are spots on the map where during fog of wall, you cannot see into these spaces until you move directly past them. The hiding spots include Woods, Cities, Ruins, Wastelands, Reefs and Thick Fog. Due to the many such tiles in the game, there are many hiding spots. To fight well in these conditions, you can't just go gung ho and start rushing in with your entire force, because hiding enemy units will easily crush your force. Take it nice and slow, there is no need to rush, after all, you are after victory aren't you? ------------------------------------------------------------------------------ [4.02] Weather Conditions There are several weather conditions that will dominate the game, and knowing what they are will certainly help. Clear Weather is clear weather, the sun is shining and it is ideal weather to fight upon. Rainy weather will reduce everything into the Fog of War condition, whether it is on or not, and will reduce visibility for all units into one, regardless of what their vision was before the rain kicked in. Snowy Weather is still a pain, and this type of weather reduce all your unit's mobility by one. The final weather condition, due to the near destruction of Earth, is the Sandstorm. This will basically reduce the attack power of your units by a good 30%. Good if you are defending, not if you're attacking. ------------------------------------------------------------------------------ [5.01] CO Units and the CO Zone Unlike the previous Advance Wars games, the CO system works a lot differently, and in my opinion, much better and balanced. The CO system is now so that your CO boards a unit, that is, joins a unit, and that unit is used in battle. It isn't just an overall effect, the CO will have a CO Zone, an area around the CO unit that will boost to surrounding units in the area. To board a unit, that unit needs to be at the production structure for that unit, that is, ground units can be boarded at the factory, air units at the airport and the naval units at the port. Ground units can also get boarded at the Headquarters. The boarding of a unit with a CO does not come for free, it will cost you half the amount of the unit you are boarding. So a unit costing 20000 will have a boarding fee of 10000. Anyway, your CO zone will give boosts to your forces provided they are in the zone. Each CO will have a different zone size, varying between CO and CO. Some of them can reach 5, such as Carter, while others cannot even reach past themselves. The CO power is fuelled by the CO Meter, read the manual to find out where it lies. The CO Meter is seperated into two segments, and each segment contains 6 bars that you need to fill up. For a single bar, you need to cause 5HP damage for a bar, the type of unit doesn't matter. The effects will stack, so dealing 6 damage, then a 4, will still get you 2 bars. Once you fill the first segment, the CO Zone will expand by one, and when it is full, it will expand by two squares. Once the Meter is complete, you can unleash your CO power, and that will give an effect to ALL your units, not just those in the CO Zone. Also, when the CO Power is in effect, the CO Zone boost will also be given to all your units. Once your power is over, the CO Meter will drop all the way down to zero, as you'd expect. When your CO unit, and bear in mind, the CO Unit will automatically become Ace/Vet, it will be hard to kill, is actually destroyed in combat, your CO will retreat back and the unit will be destroyed. You can reboard your CO the next turn, the turn after the CO is gone. Also, if the CO is destroyed while the CO power is in effect, the CO power will be destroyed when the CO retreats. ------------------------------------------------------------------------------ [5.02] Your Commanding Officer Below are all the COs in the game, as well as their stats. Their CO Zone will describe the radius initially as well as the maximum, their supply power, and their attack power boost. ********* *Ed/Will* ********* A Laurentian army cadet, who managed to survive the meteors, is rescued by Captain O'Brian and he joins the 12th Independent Legion. He is a specialist with Ground Units and infantry, and while he isn't Max and Sami put together, he is pretty tough. CO Zone: 2, Max 4 CO Boost: Ground Units and Infantry have +20% Attack While he does boost the ground units and infantry quite a bit, it does not boost the defence of these units, and nothing is worse than these units having their power repelled by continued enemy attacks on it. CO POWER New Era/Rally Cry Boost: +2 Mobility to all Direct Attack Ground Units (Vehicles and Infantry) New Era is sort of like Adder's power, where you get more movement. Your direct ground units will get extra two mobility, so your MegaTanks will get to move from 4 to 6, your Tanks can go from 6 to 8, and your Infantry can go to 3 to 5. This is going to be one that will turn the side of battle. Your enemy cannot hope to recover from such an attack. With this power, the units will move faster and strike first. --==Use==-- Ed/Will is your average CO, he isn't all that strong but he isn't all that pathetic either. Unlike Max in the previous AWs, he doesn't suffer from the penalty with Indirects, and you can use them to help you fight, although they will not get the boost that you may want. You will want to concentrate on one particular unit, Tanks. These small tanks, although they cannot knock down a massive tank, can seriously hurt it. They are fast, and with the CO Zone, it will give a massive boost and pack a punch. There is no point for having an army that slowly moves to the enemy, it isn't practical and is useless. The reason for the tanks is that they can be cheap to produce and fast to move to the frontlines. The movement to the frontlines is critical, it is used to ensure that your enemy doesn't get a chance to recover. New, fresh tanks will replace and join with existing tanks, ensuring that veterancy doesn't get destroyed, and keep battering your opponent. Your enemy can only produce only so many units in one turn, and with many tanks constantly attacking every unit that they build, it will be hard for them to counter. Infantry is also going to be useful for Ed/Will. Mechs in particular is going to be important, because they have their special Bazooka and they are very, very cheap. Costing so that 2.8 Mechs can equal a Tank, they might be slow and cumbersome, they will be death by a million cuts. They can smack tanks for some good damage, and anything that moves for some damage. --==Counter==-- Although Ed/Will might have the edge with Direct Attack units, it DOES NOT boost the defence of the direct units. They are still weak to what they were, Tanks are weak against Tanks and Indirects, and infantry are weak against AA. Rub off his advantage but posting Indirect units so that they cover each other, just in case one of them gets attacks and you have no recourse. Anti-Tanks are best for this type of attack. You will want to choke him so that he doesn't get the opportunity to even attack you. Make sure though, the infantry need to be covered to make sure that they don't sneak through over the mountains and rivers, and make sure that they don't have some heavy backup. ***************** *O'Brian/Brenner* ***************** A Captain in the Luarentian/Rubinelle Army, since the Meteor strikes, O'Brian leads some of the survivors of the army to form the 12th Independent Legion or the Brenner's Wolves, depending on how your game names it. He is strong with superior defence for all his units. CO Zone: 3, Max 5 Boost: All Units have +20% Defence The opposite of Ed, this power will give more defence instead of attack. While he may lack the killing power that other COs have, he has more defence than you want to deal with. Enemy units will strike like peashooters, then get hit for full damage. CO POWER Lifeline/Reinforce Boost: All Units will Recover 3 HP This is just a cut above Andy's repair power, it will repair all units for 3 HP for free. This is surely a helpful ability, as well as all your troops getting a good defensive boost for the turn. This will certainly improve the attack power of all your troops. As you should know by now, all your units will deal damage modified by how much health they have. By improving a wounded unit's health by three, you have the potential to deal up to 30% more damage and save up to 8400 in repair costs for one unit. A might handy power. --==Use==-- This CO is what you would need for a defensive battle. He doesn't do anything that is exactly super dooper and isn't lame, but the defensive power will allow him to be one of the most effective COs in a chokepoint situation. He can board an extremely tough unit, such as the Mega/War Tank, and then park it in the middle of the chokepoint as the meatshield. With all the buffs from veterancy, CO Zone and the CO power, it will take a fair amount to bring it down, and that will allow free shots on it from your own troops. He is best used to attack via the steamroller or turtle method. All he needs to do is to slowly creep towards the enemy base, with his massive meatshields to take the fire, and slowly aim for a domination victory. He has a very big CO zone and you want to take full advantage of that, and once your units have taken a battering, you can use your CO Power to have repairs on the move, and keep moving on. This is a solid, default, rock-hard CO. --==Counter==-- Although he may have massive defence, O'Brian has some problems. Although all his units have massive defence, the problem is that he doesn't have any good attack, and that allows you to use more firepower to take him down. You will need to fight him like anyone else, you just need more firepower to take down the units and get less one hit kills than you'd like. Remember, the defence will only apply to those units inside the CO Zone, those outside are use like your normal CO and pound them. After all, you can just avoid and capture the HQ as usual. Make sure that you KILL the unit and avoid leaving the unit on single health, such as 1HP or 2HP, because they can easily be shifted to 4 to 5HP and that can do FAR more damage than 1HP units. Remember, although he may attack, suffer a counter-attack and then use his CO Power, that doesn't mean you can't attack back, you can just replace the damaged unit with some fresh units and pound him back. Or just take down the CO unit to avoid this whole thing. ***** *Lin* ***** The First Lieutenant in the 12th Independent Legion/Brenner's Wolves, she is the cool, calm second in command that helps you makes decisions on the battlefield during the campaign. A Fog of War expert, she is quite helpful in Fog of War. CO Zone: 1, Max 3 Boost: All Grounds Unit gain +20% Attack AND +20% Defence A rather powerful boost, she gains quite a fair amount of power and defence, but bear in mind that the initial CO Zone is quite small though. However, you will want to use her command unit to get that zone up and boost it so your troops can have more room to fight with. CO POWER Night Vision/Scout Boost: All Grounds Units get +2 Vision, and ability to see into hiding spots In Fog of War, this is going to be quite a useful power. It will boost the vision of all your units by 2, and with this vision, you can see into the hiding places without having to go past them or run into them. Don't forget that this will also boost the attack power as well, allowing you to move your forces quickly and take out enemy indirects. For example, use the Recons to scout out the area with their uber vision and then most in the tanks to take out the enemy indirects. In one turn, you can see most of the map, what your opponent doesn't want you to see. --==Use==-- Lin is best if you actually use her in Fog of War conditions, or the CO Power, something that can turn the tide of battle, will pretty much do nothing at all. However, her CO Zone is going to be a major factor in using Lin. Forces in this area is quite powerful, and the CO Power, making her the next Sonja will extend this boost to all units. Unlike Sonja, she doesn't suffer from "bad luck". In Fog of War, she is going to be a better CO. Although she cannot see into hiding places and such, her units in the CO Zone are going to have better defence, so even if you attack first, you will deal less damage and suffer a bigger counterattack. Definitely not nice. However, the problem is using her CO Power. You see, using that CO Power will give you a pathetic CO Zone next turn, and that is going to be a problem for you. Lin is probably the BEST CO for chokepoints. Rather, she is rather good if SHE is getting choked, and not choking the other player. You see, with her CO power, you can easily use your existing units, such as Tanks and Mechs to knock down the Meatshield in the way. With the CO Power in effect, move the Recons up into the front to do the scouting, and with the piercing hiding spots ability, you can use your indirects to pound the enemy indirects with heavy artillery and send in her Tank units to do some more damage. It also works the other way, when choking the other player, Lin can shine when she BREAKS the enemy defence by rolling vehicles into the unknown and then using your indirects to target their indirects. In fact, you can call Lin the Indirect Hunter. --==Counter==-- While Lin is going to be someone you'd face in Fog of War, you can remember that her CO Zone is quite weak, and to fill the CO Meter, she is going to have to bear either near the Indirects or the Front Line. If she is with the Indirects, you can sneak infantry over to knock out the indirects and with Mechs, you can knock down her vehicle, which she is probably in. If she is on the Front Lines, indirect attack her into the Stone Age. Anyway, you don't need to wo