Introduction ......................................

4
Welcome to Advance Wars! ............................4 How to Use This Guide.......................................5

Naval Units ....................................................... 32
Battleship (“B” Ship) .................................................. 32 Carrier .......................................................................... 33 Cruiser .......................................................................... 33 Gunboat (“G” Boat) ..................................................... 33 Lander ...........................................................................34 Submarine ....................................................................34

Waging Advance Wars.....................6
Overview..............................................................6 Flow of Battle .....................................................6 Post-Mission Breakdown ...............................6 Unit Interactions ...............................................8 Funds Management ......................................... 16 Battlefield Conditions .................................... 16 Terrain ............................................................... 18 Structures........................................................22

Commanding Officers ....................35
Will ..................................................................... 35 Brenner ............................................................ 36 Lin....................................................................... 37 Isabella ............................................................. 38 Tasha ................................................................. 39 Gage ................................................................... 40 Forsythe ............................................................ 41 Waylon .............................................................. 42 Greyfield........................................................... 43 Penny................................................................. 44 Tabitha .............................................................. 45 Caulder .............................................................. 46

Units.................................................. 24
Ground Units .................................................... 25
Anti-Air ......................................................................... 25 Anti-Tank....................................................................... 25 Artillery ........................................................................26 Bike ................................................................................26 Flare ...............................................................................26 Infantry.........................................................................27 Mech ..............................................................................27 Medium (“Md”) Tank ...................................................27 Missiles ........................................................................28 Recon .............................................................................28 Rig...................................................................................28 Rockets .........................................................................29 Tank ................................................................................29 War (“W”) Tank ............................................................29 Prima Official Game Guide

Campaign Walkthrough ................ 47
Chapter 1: Days of Ruin .................................. 48 Chapter 2: A Single Life ................................. 50 Chapter 3: Freehaven .................................... 52 Chapter 4: Moving On .................................... 54 Chapter 5: New Allies ..................................... 56 Chapter 6: Fear Experiment......................... 58 Chapter 7: A Kind of Home ............................ 60 Chapter 8: A New Threat ............................... 62 Chapter 9: The Beast ..................................... 64 Chapter 10: Almost Home .............................. 66 Chapter 11: A Storm Brews ........................... 68 Chapter 12: History of Hate ......................... 70 Chapter 13: Greyfield Strikes ...................... 72
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Air Units ............................................................ 30
Battle (“B”) Copter .....................................................30 Bomber ..........................................................................30 Duster ............................................................................31 Fighter ............................................................................31 Seaplane ........................................................................31 Transport (“T”) Copter .............................................. 32

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Chapter 14: A Hero’s Farewell...................... 74 Chapter 15: Icy Retreat ................................. 76 Chapter 16: Hope Rising ................................ 78 Chapter 17: The Creeper ............................... 80 Chapter 18: Panic in the Ranks .................... 82 Chapter 19: Salvation ..................................... 84 Chapter 20: Waylon Flies Again ................... 86 Chapter 21: Lin’s Gambit ................................ 88 Chapter 22: The Great Owl............................ 90 Chapter 23: Sacrificial Lamb ....................... 92 Chapter 24: Crash Landing ........................... 94 Chapter 25: Lab Rats ..................................... 96 Chapter 26: Sunrise ....................................... 98

Trial 24: Wedding Ring ..................................124 Trial 25: Land’s End........................................ 125 Trial 26: Bounty River ...................................126 Trial 27: Time Map..........................................127 Trial 28: Plasma Bubble ................................128 Trial 29: Triangle Lake ..................................129
Waging Advance Wars Introduction

Trial 30: Destiny Ocean ................................130 Trial 31: Comb Map ..........................................131 Trial 32: Resistance ...................................... 132 Trial 33: Missile.............................................. 133 Trial 34: Web River ........................................134 Trial 35: Center River ...................................135 Trial 36: Mountain Pass ...............................136 Trial 37: Fire & Water ...................................137 Trial 38: Whirl Peaks ....................................138

Campaign Trials .............................100
Trial 1: Extreme Edge......................................101 Trial 2: Shade Coast.......................................102 Trial 3: Feline Basin .......................................103 Trial 4: Metro Island .....................................104 Trial 5: Eerie Lake ..........................................105 Trial 6: Clear Island .......................................106 Trial 7: Tatter River ......................................107 Trial 8: D-Island ..............................................108 Trial 9: Hourglass ..........................................109 Trial 10: Blade Isles .........................................110 Trial 11: Star Islands ........................................111 Trial 12: Intricate Map ...................................112 Trial 13: V for Victory! ....................................113 Trial 14: Fragment Isles .................................114 Trial 15: Jay Islands ........................................115 Trial 16: Pentagram ........................................116 Trial 17: Coast Assault ...................................117 Trial 18: Cat Island...........................................118 Trial 19: Ground Clash ....................................119 Trial 20: Slime Cove........................................120 Trial 21: Duo Falls .............................................121 Trial 22: Peril Maze ....................................... 122 Trial 23: Metro Map ...................................... 123
3

Units Commanding Officers Campaign Walkthrough Campaign Trials Appendices

Appendices.....................................139
Unit Matrix .....................................................139 Terrain Matrix ...............................................140 CO Unlocks & Comparison Chart .................141 History Medals ...............................................141

Waging Advance Wars
If you’re feeling overwhelmed by the vast array of command options and choices presented to you in Advance Wars: Days of Ruin, then you’ve come to the right place! This chapter is dedicated to teaching the fine art of tactical combat and strategic generalship. Even the most seasoned generals are sure to find a few gems of wisdom here! We begin with a global overview of Advance Wars, describing just what it takes to win a battle and giving tips on how to achieve the highest ratings from single-player missions. Following that, we provide thorough details on the fundamentals of commanding your forces about the battlefield—things like acquiring funds, attacking, leveling up, and the use of COs. The chapter concludes with insightful looks at the various forms of terrain and battlefield conditions you’re apt to encounter. In short, the following pages are packed with all manner of Advance Wars know-how—better start reading!

Overview
Advance Wars: Days of Ruin is a turn-based strategy game. You command one army of combat-ready units, which you must use to outmaneuver and crush the opposition. Battles can be waged between two, three, or four armies in Advance Wars, with each force fighting against one another in a tactical struggle for dominance. Forces can also team up and work together, coordinating their efforts to outwit and annihilate their foes. Because it’s a turn-based game, razor-sharp reflexes aren’t a requirement in Advance Wars. This is a thinking gamer’s game—feel free to take as long as you like to review the current scenario and plot out your moves. Generals who digest all available information and carefully develop wily tactics will have the best chance of seizing the day.

Seizing the day can also be achieved through the HQ. capture of your rival’s HQ This is usually tough to pull off, however, as wise generals will be on the lookout for such maneuvers. Still, there’s no faster way to achieve victory! Their HQ is ours!

Flow of Battle
Battles are broken down into days in Advance Wars. Each army is granted one turn per day. During your turn, you may move and position your units, attack enemy units, capture structures, and so on. It’s your turn. Make the most of it!

In single player battles that feature three or four armies, an army’s entire force is destroyed the moment its HQ is captured. In addition, once an army has been wiped out, all structures that had previously been under its control revert to a neutral state.

Win Conditions
So how does one achieve victory on the battlefield? By crushing enemies, of course! Oftentimes, the easiest way to defeat your adversaries is by simply overwhelming their forces with superior tactics. Wipe out all of their units to claim total battlefield dominance!

To view a battle’s win conditions, press 3 and choose Mission Info, then terms from the menu. And for handy tactical breakdowns during Campaign missions, choose tactics and make a quick trip to the war room. There, your allies (and sometimes your enemies) will give hints on how to best claim victory.

Post-Mission Breakdown
Devising top-notch tactics not only makes each conflict easier, it also helps you earn high marks when the smoke finally clears. Claiming victory from single-player Campaign battles always lands you a letter grade rating of C, B, A, or S for that scenario. Pat yourself on the back if you scored a B or higher: You did very well!

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Victory!

The coveted S rating is yours!

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Fog of War Hiding Places
Unit Type
Ground Naval Air

Hiding Places
Ruins, woods, all neutral or captured structures Mist, reefs, all neutral or captured ports and temp ports All of the above

action for the remainder of the turn. A unit can be surprised by an enemy lurking in a hiding place or by moving into any distant foe that’s simply been concealed by the fog. Try to position your units in narrow or high-traffic areas, or any place where you think they’ll have the best chance at surprising rival invaders. Likewise, avoid ordering your units to move through hiding places you suspect might be occupied by the enemy. Being surprised not only forfeits a unit’s turn, it also makes it visible, exposing it to potential retaliation!

Introduction

Your adversaries are certain to use hiding places to their advantage during Fog of War battles, so make sure you do the same. Whenever possible, try to keep each of your units concealed within a suitable hiding place. Cities Leapfrog your units and structures you control are between hiding places. usually best, as they allow your forces to receive gas, ammo, and repairs while lying in wait. If your forces are discovered, simply move them to another nearby hiding place; the enemy will have to seek them out once more.

Waging Advance Wars

Cutting Through the Fog
Thankfully, there are many ways of increasing visibility during Fog of War battles. One of the best and most affordable options is a recon. This inexpensive, highly mobile vehicle sports a fantastic vision rating. Recons can inflict great Recons make excellent damage against lightly armored scouts. vehicles and infantry units alike, so conceal them in suitable hiding places, using them to monitor and defend structures you intend to capture. Though traveling through hiding places puts your units at high risk of being surprised by lurking hostiles, moving a unit past such areas is a great way to see if anything’s skulking within. Wherever a unit travels during its turn, all surrounding Wonder who’s hiding squares are revealed in around here? accordance with its vision rating. You can therefore reveal a great deal of the battlefield simply by moving a highly mobile unit with good vision (such as a recon or fighter) about the map. Plot out paths of travel that you believe will reveal hidden units, passing near (but not through) hiding places to scan them for activity. Another cost-effective way of cutting through the fog involves stationing infantry and mech units atop mountains. Doing so broadens the vision range of these units from two squares to five, helping them identify threats while remaining in good What a view! cover. Mechs are particularly handy during mountainous Fog of War battlefields, as they can navigate such terrain better than infantry—and also deliver punishing bazooka blasts to enemy scouts they detect.

Units

Station indirect attackers close to hiding places you’ve occupied so that enemies advancing to scout these locations can be punished accordingly.

Dealing with Scouts
You can’t attack what you can’t see, and units must first be made visible before they can be attacked in Fog of War. Utilizing scouts and destroying those employed by the enemy are therefore key strategies in Fog of War scenarios. It’s Wipe out those scouts! unwise to assault any enemy unit with a direct attacker (such as a tank) and not destroy it, however. Even a crippled unit will be able to sight your attacker, exposing it to retaliation by other nearby hostiles on your rival’s next turn. In short, always, always, always look to use the fog to your advantage. Keep your units well hidden, and when you do lash out, coordinate your strikes to ensure your victims are utterly destroyed. You can never tell what else may be hiding in the fog, and you don’t want an injured hostile sighting your forces on your rival’s next turn!

Commanding Officers Campaign Walkthrough Campaign Trials

Surprise Encounters
Fog of War isn’t just useful for concealing your units; it’s also a great way to ambush enemy invaders and force them to lose their turn. Any unit that moves into direct contact with an enemy it couldn’t see becomes surprised and is forced to stop short, forfeiting any further

Appendices

Surprise, guy!

17

Meteor
Like fire, Defense: Income: Repairs: — — — meteors cannot be navigated Move Cost by any unit. Move Type Cost Instead, units must attack Infantry — meteors to destroy these Mech — obstacles. Gunfire has Tire A — little effect on meteors, Tire B — while powerful, explosive Tank — attacks have great impact. Air — Plasma is often generated Ship — by meteors, and in these Transport — cases, destroying the meteor commonly shuts off the plasma.

Mountain
Mountains Defense: Income: Repairs: — — provide **** fantastic Move Cost defense for Move Type Cost ground and air units. UnforInfantry 2 tunately, the only ground Mech 1 units that can navigate Tire A — mountains are foot soldiers Tire B — (infantry and mechs). Tank — Send these units across Air 1 mountains to capture Ship — nearby cities and the like. Transport — Station these units atop mountains to add a +3 bonus to their vision during Fog of War scenarios.

Mist
Mist provides ideal hiding places for naval units in Fog of War battles. It also offers a bit more protection compared to the naked sea.
Defense:

*

Income: —

Repairs: —

Plain
Plains are easily traveled by most units but offer little in the way of defense. Rigs can construct temp airports on plains.
Defense:

Move Cost
Cost
— — — — — 1 1 1

Move Type
Infantry Mech Tire A Tire B Tank Air Ship Transport

*

Income: —

Repairs: —

Move Cost
Move Type
Infantry Mech Tire A Tire B Tank Air Ship Transport

Cost
1 1 2 1 1 1 — —

Plasma
Plasma is totally impassable and blocks all unit movement. However, it can usually be banished if its meteors are destroyed. Sometimes it’s tactically sound to leave meteors and plasma be in order to slow the enemy advance, though.
Defense: — Income: — Repairs: —

Move Cost
Move Type
Infantry Mech Tire A Tire B Tank Air Ship Transport

Cost
— — — — — — — —

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Introduction

Ground units form an army’s backbone. All ground units are produced at factories. Most ground units are quite versatile and fairly inexpensive. There are more ground units than air or naval units, and they each fall into one of two basic classes: vehicles, which roll about on tires or tank treads, and infantry, which traverse terrain on foot (with the exception of bikes). , Most vehicle-class ground units enjoy a high mobility, making them able to cross a battlefield with impressive speed. Those with lower mobility, such as anti-tanks and war tanks, often enjoy great firepower and durable armor. Vehicles commonly see more frontline action than any other class of unit. Compared to vehicles, infantry-class ground units have a low mobility, weak armor, and are generally less effective in combat. They’re able to navigate terrain that vehicles can’t, however, scaling mountains and fording rivers to quickly reach remote destinations. The exceptions are bikes, which have a high standard mobility but cannot cross the aforementioned terrain. Infantry-class units are also the only ones capable of capturing structures, such as cities and factories, to boost their army’s income and unit production capabilities.

Waging Advance Wars

When stationed atop mountains, infantryclass units gain a +3 bonus to their vision rating. This is a great advantage when Fog of War is a factor in battle.

Anti-Air
Most ground units are easy prey for enemy aircraft, but not the versatile anti-air unit. This agile mini-tank comes armed with two powerful surface-to-air cannons capable of shredding through airborne hostiles with ease. When foot soldiers threaten to invade, the anti-air’s twin cannons can be turned against them for devastating results as well. Vehicles with little armor, like rockets and recons, are also suitable firststrike targets for anti-air fire. Heavily armored ground forces should Combat Breakdown Cost: 7,000 be avoided at all costs, however—the anti-air’s cannons have a tough Target Class Effectiveness Class: Vehicle time puncturing their durable plating. With their low production cost and high versatility, anti-airs make for ideal purchases throughout many battles. They’re especially useful when aerial units are a factor, of course, and they make great base defenders, readily thwarting enemy transport copters and infantryclass units aiming to score a quick win via HQ capture. Movement Stats
Movement Class: Tank Mobility: 6 Gas: 60 Vision: 3 Attack Type: Direct Main Weapon: Cannon Infantry Vehicle Aircraft Helicopter Ship Sub — — Strong Against: Aircraft, helicopters, infantry Weak Against: Most other vehicles Beware: War tanks, medium tanks, first-strike bombers

Units Commanding Officers

Combat Stats
Sub Weapon: None Ammo: 6 Range: 1

Anti-Tank
Anti-tank vehicles are some of the most fearsome indirect-attack units a general can deploy. While their range is on par with that of the more-affordable artillery unit, anti-tanks can fire on adjacent enemies as well as those up to three squares away. They’re also the only indirect-attack units capable of responding with a counterattack when assaulted by direct-attack fire. Designed to inflict heavy damage against armored ground units, anti-tanks can also target low-flying helicopter units such as battle and transport copters. Their armor is so thick that even bombers are unable to obliterate them in one strike, which helps anti-tanks hold their position when the going gets tough. Unfortunately, anti-tanks tie with war tanks for having the lowest mobility rating of all vehicle-class ground units. This makes it tough for anti-tanks to maneuver into firing position, particularly on larger maps that lack forward production factories. Combat Breakdown When your adversary is throwing armored ground units your way, Target Class Effectiveness Cost: 11,000 anti-tanks are a natural choice to help even the odds. Position one Class: Vehicle Infantry of these powerful indirect attackers just behind your front line and Strong Against: All ground watch as your rival’s assault force shrinks back. When Fog of War is a Vehicle units — factor, station anti-tanks in strategic hiding places, such as cities and Aircraft Weak Against: Helicopters Helicopter woods, to surprise your adversary’s ground forces with devastating Beware: Bombers Ship — anti-armor bombardments.
Sub —

Campaign Walkthrough Campaign Trials

Movement Stats
Movement Class: Tire B Mobility: 4 Gas: 50 Vision: 2 Attack Type: Indirect Main Weapon: Cannon

Combat Stats
Sub Weapon: None Ammo: 6 Range: 1–3

Appendices

25

Commanding Officers
General, sir, please review these officers’ profiles carefully before choosing which CO to bring with you into the field. Each has his or her own strengths, and some will serve you better in certain scenarios than others. Ten hut, COs! Introduction
When a CO Power is used, the CO’s Command Zone benefits are spread to all friendly units across the entire battlefield. See the CO Abilities section in the “Waging Advance Wars” chapter for more info on the uses of COs. Spoiler Alert! This chapter reveals all hidden COs, including info on how to unlock them. Stop reading if you don’t want to spoil the surprise!

Waging Advance Wars

Will
“Never Give Up!”
A former Rubinelle military cadet, Will was rescued by Captain Brenner shortly after surviving the meteor shower that devastated much of the planet. A young man with a big heart, Will soon grows to idolize Brenner’s courageous acts and selfless efforts to help those he finds in need.

Units

Will’s Abilities
Will’s powers revolve around enhancing the effectiveness of direct-attack ground units, such as tanks, anti-airs, recons, and infantry-class units. Few COs can match his ability to advance ground forces toward victory!

Commanding Officers

Command Zone: 2-square radius Boosts: All direct-attack ground units Effect: Attack +2 CO Power: Rally Cry Effect: Boosts the mobility of all directattack ground units by 2

Campaign Walkthrough

How to Unlock: Available from start

Campaign Trials Appendices

35

Chapter 2: A Single Life

Mission Intel
Armies: 2 Your CO: Brenner Enemy CO: The Beast Pre-Deploy: Confirmed Fog of War: No Weather: Fine

Terms
Victory: Wipe out all : enemy units. : Defeat: Lose all of your units.

Ambushed by Raiders
Will’s combat training session is cut short when wasteland raiders start to draw near. Looks like you haven’t seen the last of these guys!

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Take Brenner’s advice to heart and begin by moving your tank to the right to block the road. Will’s training exercises seem to have drained the tank’s main weaponry of ammo, but it can still fire on the advancing hostile infantry with its heavy machine guns. Perform the attack to weaken the foot soldiers and plug up the road with your tank.

After you move your tank, Brenner advises you to check the attack range of enemies with 2. Highlight each enemy unit and press @ to cause a number of red squares to light up around them. These squares indicate the units’ attack ranges; anything stationed on one of the red squares can be attacked by the unit during its next turn. Notice that the nearby recon is unable to progress past your tank to assault your artillery. This is because vehicles cannot traverse mountains; only foot soldiers and air units can navigate them. Let’s put this fact to practice. Since you’ve weakened that enemy infantry unit, why not finish it off with your own infantry? Move your foot soldiers into the mountains and open fire on the enemy troops. The attack is fatal, so the enemy can’t counterattack to score any damage on your infantry.

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Positioning Artillery
Last, move your artillery unit behind your tank so it can bombard anything that dares to approach from the road. Artillery are powerful indirect attackers, but they cannot move and fire on the same turn. They’re also incapable of counterattacking when they fall under direct fire from tanks and the like. You must therefore keep your artillery units well protected behind your frontline units. This is why Brenner advised you to advance your tank and seal the road. Well done; you’ve defeated an enemy unit and positioned your forces to defend the road. End your turn to see how the raiders react. Unfortunately, these guys don’t know when to quit; they advance their units, sending a recon to fire on your infantry in the mountains. Your foot soldiers take a bit of damage, but they’re far from defeated!

Sure enough, Will discovers a young woman lying in the ruins. She’s been badly injured, most likely during the tragic meteor shower. Will tells the young woman she’ll be all right and carefully lifts her into his arms.

Ground Units

Introduction

Assaulting the Raiders
Now it’s time to have some fun. Recon weaponry is no match for your tank’s armor, so open fire on the recon directly ahead of your tank to inflict decent damage with its machine gun. If your tank still had ammo for its main weaponry, that recon would’ve been wiped clean out! Next, bombard the other recon to the north with your artillery unit. Remember that artillery can’t move and fire, so just leave it in place and order the attack. The assault is devastating, and the enemy recon is utterly destroyed.

Waging Advance Wars Units
Air Units

Commanding Officers

Though vehicles can’t traverse mountains, they can still fire on infantry units stationed near the edges of a range. Beware such maneuvers!

Many forms of terrain offer defensive benefits. Mountains provide exceptional cover, which is why your infantry didn’t suffer more damage at the hands of the enemy recon. Refer to each terrain’s info to see how much defense it provides, and always look to position your units where they can receive the greatest cover.

It’s typically best to fire with your indirect attackers first, following up with your directattack units afterward to finish the wounded. This prevents your direct attackers from suffering damage in counterattacks. However, in this case, we didn’t want the nearby enemy tank to advance and fire on yours, so we allowed the recon in front of your tank to live. Now to finish off these savages. End your turn to allow the enemy units to advance. Their tank positions itself directly in range of your artillery. How convenient! Cripple the tank with a long-range artillery bombardment, then wipe out the enemy recon with your tank’s machine gun. The rest of this battle is a breeze: leave your infantry unit sheltered by the mountains and simply wipe out the remaining raiders with your superior forces.

Campaign Walkthrough

Naval Units

Strange Survivor
At the start of your next turn, Will notices a body lying in a pile of ruins in the center of the mountains. Move your wounded infantry unit to the indicated spot to investigate.

Campaign Trials

Author Commentary
Appendices
This was a straightforward mission designed to teach the basics of Advance Wars combat. I had forgotten how flimsy those indirect-fire units can be! Take this lesson to heart and always look to protect your indirect attackers.

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Chapter 3: Freehaven

Mission Intel
Armies: 2 Your CO: Brenner Enemy CO: The Beast Pre-Deploy: Confirmed Fog of War: No Weather: Fine

Terms
Victory: Wipe out all enemy units. : Defeat: Lose all of your units. :

Aiding the Ungrateful
Though Brenner and company received less than a warm welcome at a ruined city populated by civilian survivors, they still decide to come to the people’s aid when The Beast and his raiders come calling. This time, the ruffians have brought a significant force along—one easily capable of seizing control of the town. Begin by advancing both of your tanks to fire on the two hostile infantry units to the north. Finish these wounded soldiers off with your nearby mechs. If you advance your artillery unit too far north, you’ll find out the hard way that it can’t withstand much punishment; the northeast enemy recon can travel extremely far along the northern road, and its heavy machine gun is enough to inflict severe damage on your artillery. Highlight the recon and hold 2 to view its attack range. Then scroll your view back over to your forces to determine just how far north you can move your artillery. You can also view an enemy unit’s maximum potential movement by highlighting the unit and pressing !.

Use 2 to view your own units’ attack ranges as well. This helps you position your units more effectively on the field. You’ve run out of units to move, so it’s time to end your turn. The Beast advances his forces, but none of them can move close enough to strike. When you regain control, bombard the nearest recon with your artillery, then advance one of your tanks to the nearby woods and finish the job. Afterward, move the remainder of your forces as far north as possible, being careful not to expose any of them to attack from The Beast during his next turn.

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Your rival advances his units once more, still unable to execute an attack. Time to inflict some pain on these cretins. Strike at the nearest vehicle with a tank, following up with a bazooka blast from one of your mechs to send it to the scrapyard. Do the same to another vehicle. We were able to annihilate The Beast’s tank and one of the recons in this turn; see if you can accomplish the same.

Ground Units

Introduction

Joining units prevents your forces from suffering too many casualties in the field, which helps boost your end-of-battle Tactics score and overall rating. See the “Waging Advance Wars” chapter of this guide for a complete breakdown of the game’s rating system.

Waging Advance Wars

Final Push
If you advanced your artillery last turn, you’ll certainly be able to use it against one of the raider’s vehicles now. Open with an artillery bombardment, then make a strong eastward push against your rival’s line. If possible, try to reserve one of your tanks for use against the enemy artillery, rushing forward to inflict severe damage to the weakly armored unit. Mechs can also do great damage to artillery if you’ve got one in range. Remember that wounded units have greatly reduced attack power, though. You likely weren’t able to destroy the artillery in your initial strike, which means the unit remains in place blocking the road. Send your mechs across the mountains to pummel the artillery with their heavy payloads. You need not fear any sort of counterattack from these indirect attackers! After removing the artillery obstacle, your tanks can advance on any lingering units. You likely only have a bike left to deal with, which is an easy mark for any tank. Obliterate any stragglers with vehicular fire, polishing them off with your remaining mech if need be. Wipe out all raider invaders to secure the battlefield and emerge victorious.

Again, opening fire with your tanks ensures your flimsy mech units won’t suffer damage in counterattacks. Tank armor can take a bit more of a pounding than a soldier’s clothing, particularly when your tanks open fire from high-cover terrain, such as woods.

North Road Showdown
If you haven’t used your artillery yet, make your last move that of advancing it as close as possible to defend your front line. This is the primary usage of indirect attackers: to defend frontline units, simultaneously using these units as blockers to defend themselves. We decided to stick our artillery right in the small nook of the nearby mountain range, where we knew it’d be safe from attack.

Units
Air Units

Commanding Officers Campaign Walkthrough

Beware The Beast’s artillery unit! View its attack range with 2 and try not to leave any of your units exposed to its fire if you can avoid it. You won’t be able to wipe out The Beast’s forces in one strike, so the villain finally gets a chance to retaliate against you. Your units will suffer some damage here, particularly your mechs, along with anything you’ve left in range of The Beast’s artillery. Brenner’s second in command, Lin, soon advises you on how to join wounded units of the same type together to form a stronger single unit. Consider doing so if one of your units is in dire straits.

Naval Units

Campaign Trials

Author Commentary
Appendices
This short battle is a prime example of how superior tactics can outweigh inferior numbers. In Advance Wars, you must draw upon whatever resources you’re given at the start of each scenario and develop your strategy accordingly. There’s a way out of every thorny situation, so never give up!

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Trial 12: Intricate Map
Mission Intel
Armies: 2 Your CO: Tasha Enemy CO: Greyfield Pre-Deploy: None Fog of War: No Weather: Fine

Terms
Victory: Wipe out all enemy units or capture HQ. Defeat: Lose all of your units or your HQ.

Battlefield Structures
Type Amount
2 23

Type

Amount
2 4

Save funds for a rocket unit to help defend the northern ground, then build a few tanks. Push the enemy backward while advancing your infantry to capture cities, and work at holding the central bridge to prevent hostile vehicles from storming through.

Sunk by Battleships
Here’s a challenging trial utilizing both ground and naval units. The army that controls the sea has the greatest chance at victory here! Build a gunboat at your southern port and an infantry at your factory on Day 1. Send your infantry north to capture the nearby city on Day 2 and advance your gunboat to your temp port. Build a second infantry to load into the gunboat on Day 3.

With your rockets and tanks holding down the bridge, start building infantry or mechs at your factory each turn. Send these troops over the mountains to contend for the central cities—particularly the two down south. Hold the enemy port as long as you can with your lone infantry unit, and generally keep your rival in check while you conserve funds for powerful naval units.

Don’t bother with bikes here; foot soldiers are more valuable, as they can better navigate the rugged terrain.

Ferry an infantry unit to the tiny western isle via gunboat and capture the cities there for extra income. When building up any naval force, it’s always wise to start with a sub-smashing cruiser. Ensure the waters are free of enemy subs, then start building lots of battleships. Support your ground units with these mighty vessels, bombarding enemy vehicles from inlets and sinking their ships with the aid of your cruiser. Assemble a fearsome fleet and apply steady pressure until you finally conquer your foe.

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Build additional infantry to capture the cities north of your base, and send your gunboat sailing toward your rival’s southern port. Shore up at the port and deploy your infantry there, fully poised to capture the port on the following turn.

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®

PRIMA Official Game Guide
Written by:

Stephen Stratton
A Division of Random House, Inc.

Prima Games

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The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States. Prima Games is a division of Random House, Inc. ™ & © 2008 by Nintendo of America. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Nintendo of America. Product Manager: Mario De Govia Editors: Shaida Boroumand and John Browning Manufacturing: Stephanie Sanchez Design & Layout: Calibre Grafix, LLC All products and characters mentioned in this book are trademarks of their respective companies. Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,” “M,” “AO,” and “RP” are trademarks owned by the Entertainment Software Association, and may only be used with their permission and authority. For information regarding whether a product has been rated by the ESRB, please visit www.esrb.org. For permission to use the Ratings icons, please contact . the ESA at esrblicenseinfo.com. Special Thanks: Steve would like to thank Seth McMahill, Yugo Sato, Damon Baker, Jeffrey Storbo, Michael Keough, and Tomas Hertzog at Nintendo for once again offering their time, hospitality, and exceptional support. Thanks also to Prima’s elite production/editorial squad: Mario De Govia, Shaida Boroumand, and Jody Seltzer. Special thanks to my babykins, Julie Bean, for sticking beside me through another crazy holiday rush. Merry Christmas Mom, Dad, Sarah, and Bryan!” Important: Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide any additional information or support regarding gameplay, hints and strategies, or problems with hardware or software. Such questions should be directed to the support numbers provided by the game and/or device manufacturers as set forth in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved. ISBN: 978-0-7615-5903-0 Library of Congress Catalog Card Number: 2007942616 Printed in the United States of America 08 09 10 11 LL 10 9 8 7 6 5 4 3 2 1

Author Bio
Stephen Stratton has authored over 40 guides in his seven years with Prima. His personal favorites include Resident Evil 4: Wii Edition, Mass Effect, and pretty much every game with either Mario or Zelda in its title. Steve is a lifelong gamer who attended the Rochester Institute of Technology in Rochester, NY. In addition to his Prima Games guides, he also held a staff position with Computec Media and managed the strategy section of their incite.com video game website. We want to hear from you! E-mail comments and feedback to sstratton@primagames.com.