Advance Wars 2
Graphic Supplement


Campaign


(Select region of desired mission or choose from list below.)

Orange Star
Cleanup
Border Skirmish
Orange Dawn
Andy's Time
Lash Out
Flak Attack
Test of Time
Liberation
Blue Moon
Toy Box
Tanks!!!
Reclamation
T Minus 15
Nature Walk
Two-Week Test
Neotanks!?
Factory Blues
Yellow Comet
Silo Scramble
Show Stopper
Sensei's Return
Duty & Honor
A Mirror Darkly
Foul Play
Sea of Hope
The Hunt's End
Green Earth
Sea Fortress
Drake's Dilemma
Sinking Feeling
To the Rescue
Navy Vs. Air
Rain of Fire
Danger x 9
Great Sea Battle
Black Hole
Hot Pursuit
Final Front


War Room

Spann Island
Moji Island
Duo Falls
Sole Harbor
Pivot Isle
Land's End
Kita Straight
Point Stormy
Ridge Island
Mial's Hope
Bounty River
Toil Ferry
Twin Isle
Dire Range
Egg Islands
Terra Maw
Stamp Islands
Rivers Four
Ring Islands
Last Mission
Pay Dirt
Long Road
Nest Egg
The Trident
Banker Hills
Missle Plains
Lost Basin
Risky Vale
The Ring
Strong Land


General Tips & Strategies

-Talk is boring-

If you'd like to skip all the incessant talking of the COs, use the Start button instead of the A button.

-Don't know your CO's strengths and weaknesses? Find out!-

Instead of using the in-game menu for solely saving and ending your turn, check out the "CO" and "Intel" options. The "CO" option specifically explains the statuses of units, powers, and personailities for both allied and enemy CO's during a mission. Additionally, if you're unsure as to which units have been upgraded or degraded (in relation to firepower, movement range, and attack range), scroll all the way down, past the CO description, to find a chart detailing each unit's penalties and bonuses for the chosen CO.

-Finding lab maps grants access to missions that, upon completion, will allow deployment of neotanks-

Careful attention to game dialogue will often reveal missions in which specific cities can be captured, allowing access to lab maps and, in consequence, hidden missions.

Lab Map Missions:

   Orange Star - Flak Attack (Campaign)/Andy's Time (Hard Campaign)
   Blue Moon - Toy Box
   Yellow Comet - Show Stopper
   Green Earth - Sinking Feeling

Specific locations have not been listed to ensure enjoyment and fustration of a hunt. Nevertheless, information on the specific locations can be found elsewhere. Additionally, failure to capture the specific city in "Flak Attack" is overlooked by the Campaign - the lab map and hidden mission will be granted upon completion of "Flak Attack."

-Keep units from damage in direct combat by placing them next to enemy units that cannot effectively attack-

This technique is useful in blocking the AI's advance through "choke points," such as bridges or passes between mountains. Once a direct-combat enemy unit is adjacent to an allied unit, it will attack. However, the AI is unwilling to lose or severely damage a unit in a skirmish that heavily favors the player. Therefore, if an enemy unit cannot attack without taking severe damage, has more than 2HP, and cannot join with another unit, the AI will command it to wait, prohibiting a stronger enemy unit from taking its place and attacking. Use this to you advantage to halt the AI's advance while amassing a force to win the battle. Be wary, however, of long-range unit movements.

-Limit enemy deployment by sending crippled enemy units packing home-

As an alternative to using your own allied units for prohibiting deployment from bases and other deployment structures, let enemy units that have relatively low offense and defense capacities (such as infantry) with less than 3HP return to repair and supply at deployment structures. Of course, enemy cities provide an alternative to bases for enemy land units, so try to limit the enemy's access to his own cities. Additionally, discern which types of units (air, land, or sea) can be repaired. If there's an enemy transport copter but no enemy airport to limit deployment from, go ahead and finish it off when it's beneficial or convenient!

-Prohibit deployment of expensive enemy land units by cutting down enemy infantry-

The AI strives to have a minimum of 5 infantry-class units. Therefore, if the total of enemy infantry and mech units combined is less 5, enemy bases will be used to deploy infantry-class units. Exploit this by eliminating enemy infantry with spare firepower to greatly decrease the strength of the opposing army and the difficulty of the mission. If possible, attack while the enemy army is still developing for greater potential. (This is the underlying basis for the so-called "mech flood" that players often experience when attempting to rout the AI in deployment maps.)

-Perfect S-Rank Scoring-

The following, unfortunately, may become somewhat technical due to the calculations for the power, technique, and speed aspects. The speed aspect is detailed last as calculations for it are the most complex and the required information is usually unknown to the player.

Power:

   Minimum ratio - 10% or 1:10 (*:**)
   * Maximum number of enemy units destroyed in a single day
   ** Net total of enemy units deployed on day of completion

(Important note: The "Net total..." (**) is solely denoted by the figure representing enemy "Units" displayed by the "Status" chart, under the "Intel" menu. Destruction of enemy units does not deduct from the net total.)

If the perfect power ratio of 1:10 is not met, then the floor percentage multiplied by 10 is taken to represent the power score. A 1:15 ratio (approx. 6.67%) becomes a power score of 66 points.

On maps with enemy deployment structures (bases, ports, airports, and factories), the power aspect potentially becomes more difficult to obtain, as the enemy can theoretically keep increasing the net total by deploying additional units. Thus, speed can become a determining factor for power difficulty in deployment maps.

Additionally, perfect power can be achieved on any day - not neccessarily the day of completion. However, to maintain perfect power throughout the final day, the enemy net total must not exceed 10 times the maximum amount of enemy units destroyed in a single day. If a maximum of 3 enemy units destroyed in one day was performed, the net total of enemy units deployed must not exceed 30 units upon the day of completion.

For closing clarification, although the enemy is limited to 50 units on the map at a specific time, the AI is capable of deploying more than 50 units during the course of the mission. Therefore, if the figure representing enemy "Units" reaches 94 (notwithstanding any destroyed units listed under enemy "Lost") by the day of completion, a maximum of 10 enemy units must have been destroyed in a single day sometime during the course of the mission in order to acheive perfect power. Consequently, the mere action of routing the AI does not necessarily guarantee pefect power - dependence lies on how the enemy was routed.

Technique:

   Maximum ratio - 20% or 2:10 (*:**) [Campaign/Hard Campaign] || 10% or 1:10 (*:**) [War Room]
   * Total number of allied units destroyed
   ** Net total of allied units deployed on day of completion

If the perfect technique ratio is surpassed, then the floor percentage deducted from 120 (for Campaign modes) or 110 (for War Room) is taken to represent the technique score. A 2:7 ratio (approx. 28.5%) becomes a technique score of 92 points for Campaign and 82 points for War Room. The "Status" chart contains both totals for allied units for quick reference ("Lost":"Units").

Problems with technique can be countered by deploying additional units using non-essential deployment structures and extras funds during the course of the mission or on the day of completion in order to raise the net total.

A joined unit, if destroyed, will count as only a single addition to "Lost" while, towards the net total, it will still count as however many units were used to comprise the joined unit. This makes it possible to rout or be routed with the "Lost" total less than the "Units" total for the same army.

As a final note on power and technique, the allied army that is given the first move on any specific day will be the army that determines these two aspects.

Speed:

   Maximum Limit - Mission dependent

If the perfect speed limit is exceeded for a specific mission, deductions from the speed score are dependent on the speed limit for that mission and the total number of days over the limit. The 'base deduction value' for any mission will always be 100 divided by 3 times the speed limit. To calculate a speed score of less than 100 for a mission, multiply the total number of days exceeding the limit by the 'base deduction value' for that mission and then take the floor of that product and deduct it from 100. Completing the mission on or later than 4 times its speed limit will result in a speed score of 0.

If the mission "Cleanup" (with a limit of 8 days and a 'base deduction value' of approx. 4.167) is completed on Day 15, the attempt will result in a speed score of 71. If completed on Day 32 or later, the attempt will yield 0 points for the speed score.

The speed calculations are next to useless as the 'base deduction value' cannot be determined without information of the maximum limit or multiple trials for a specific mission. Therefore, there is ideally no other way to improve speed scores than to improve in skill and strategy.

Finally, Advance Wars 2 has done away with any mission rank below a C-Rank. The following details the new rank stratifications.

Mission Rank Strata:

   S-Rank - {280-300} points
   A-Rank - {250-279} points
   B-Rank - {200-249} points
   C-Rank - {001-199} point(s)


Copyright Information

This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained within this document are owned by their respective trademark and copyright holders.


Copyright 2003, Clark James