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Advance Wars - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Advance Wars - Strategy Guide (Page 01).

-= Advance War =-
FAQ/Walkthrough, written by Dennis CTP
The Game : Started by the Blue Moon invaded your country. You helped to 
drive out the Blue Moon
Chase the Blue Moon Commanding Officer around and find out more about what 
happen in the world.

-= Version =-
Version 1.4

-= Contents =-
1)Notes
2)Controls & Menu
3)Organisations
4)Character
5)Units
6)Terrain informations
7)Technical
8)Field Trainings
9)Campaign

---------------
-= 1. Notes =-
---------------
In this FAQ, the enemy units information for those stage with Fog of War and 
factory
might be wrong. Because i don't know what they had deployed.

Play through the Field Training, it's essential to fully understand the 
game.

To Skip the training, do the last field training mission.

Good offense is the best defense.

There are many ways to finish your mission. Try to find the most efficient 
way.

You will be graded after every mission. The best is S Rank. S Rank is not 
available in training.

Remember to save, but don't save too often in a battle. Always have a turn 
back point.

When you replay the game, your rating for each mission will be shown.

CO Power is charged when you kill unit or your unit get killed.

About unlocking CO in War Room and VS, finish the campaign and you can 'buy' 
CO from Hachi.
It depends of what route you take in the campaign.

About Eagle, his air units use less fuel.

About Drake, it rains more often when he's around.

In fog of war, canceling move will still use the fuel.

To stop the enemy from deploying more units, stand on it's production base.

Surround a fighter with ground unit or surround a bomber with air unit can 
prevent their
attack.

Same thing, surround your air unit with ground unit can prevent fighter 
attack them and
surround your ground unit with air unit can prevent attack from bomber.

In advance campaign, the AI is more aggressive.

Because CO Power last for 1 Day, it's best if you use it in the begining of 
the day.

Keep an eye on your enemy's CO Power bar. The bar charge up faster when you 
kill his units.
But right after the turn he uses the CO Power, the bar won't charge. So make 
sure that you
kill alot of his units when his bar is almost full, and kill more after he 
uses the power.

About Final Battle CO. Andy will be in the middle, on the west, you will 
either get Max, Grit
or Olaf. On the other side, you can get Sami, Drake, Eagle or Kanbei.

You will get Grit if you choose Max on mission 4

You will get Olaf if you kill all his unit in the mission - Olaf's Navy -
then play the next mission given.

You will get Max if you don't meet the requirment for Grit and Olaf

To get Kanbei, you must unlock Sonja's Missions which require you to beat 
the three Kanbei's
mission within 8, 10, 12 days.

Use Sami in Captain Drake, Naval Clash, Wings of Victory, Battle Mystery to 
get Eagle.

Use Andy in Captain Drake, Naval Clash, Wings of Vistory, Battle Mystery to 
get Drake.

You will get Sami if you don't meet the requirment above.

------------------------
-= 2. Controls & Menu =-
------------------------

- Controls -
A : confirm selection/select (cursor on unit)/menu (cursor on blank)
B : cancel selection/ holding b will show you the unit's attack range
A+B : menu (cursor on blank)
L : next unit
R : unit/terrain information
Start : press start after mission briefing to enter mission. Shows a mini 
map in battle
        Skip dialogues. (not recommended while playing first time)
Start+Select+A+B : Reset game

- Menu -
* = Available after finishing the Field Training

~ Mode Select Menu ~
VS Mode        - Let you battle your friends, take turn using one machine
Link Mode      - Let you battle your friends, link up two-four machine
Field Training - Train you for the game
*Campaign      - Start or continue the campaign
*War Room      - Battle against computer
*Stat          - Your current stat and records
                 Stat   - Shows your current Rank
                 Record - Shows your record in each map
*Design Maps   - Design personal map
Controls    A - Place the terrain or unit.
             B - Select the terrain or unit.
             L - Open the unit selfection menu.
             R - Open the terrain selection menu.
             Start - Display overhead map.
             Select- Display meu.
                     Menu - File : Load/Save/Name the map
                          - Help : Display help
                          - Intel: Display total buildings and units
                          - Fill : Fill the map with selected terrain
                          - End  : End Map editing
*Battle Maps   - Buy map, CO for multiplayer and war room. Hachi also give 
you some tips.

~ Combat Field Menu ~
Unit - View all units
*Intel    Terms  - Shows terms of winning
          Status - Shows units, bases, incoming and available funds
          CO     - Shows CO information
Power - Use CO power
Save  - Save Game
Options Music On/Off - Switch on/off music
        Visual       - Switch on/off animation
        Yield        - Surrender
        Exit Map     - Exit map, quit current battle
End   - End Turn

~ Unit Menu ~
Capture   - Capture enemy or neautral city/HQ, only infantry and mech can do 
this
Fire      - Fire on the enemy within attack range
Load/Drop - Load/Drop unit, only available on transport
Supply    - Supply adjacent units with fuels, rations and ammo.
Wait      - Wait for next turn
Dive/Rise - Submarines only, when submerged, only cruiser and other 
submarines can attack it.


----------------------
-= 3. Organisations =-
----------------------
Orange Star
The army where you belongs to.
It's at North of the map.

Blue Moon
A neighbour force that invades your organisation's territory

Green Earth
The CO of this army keep chasing you around, why ?

Yellow Comet
Country far south. Attack you when you pass by.

------------------
-= 4. Character =-
------------------
< Nell >
The Orange Star CO that will give you mission briefing and guide you through 
the training.

< Hachi >
Retired soldier that sells battle map. He knows alot about every CO.

< Olaf >
Skill    : Strong in the snow, weak in the rain. A solid CO of above-average 
ability.
CO Power : { BLIZZARD }
          Causes it to snow creating favorable conditions for his units.
Info     : Plans often go awry, but he's deadly serious.
           [Hit ] Warm boots
           [Miss] Rain clouds
          "I will teach you the meaning of power!"

< Andy >
Skill    : No real weaknesses. Ready to battle where-ever and whenever
CO Power : { HYPER REPAIR }
          Restores 2 HP to all units.
Info     : A brash and energetic boy wonder.
           [Hit ] Mechanics
           [Miss] Waking up early
           "If it needs fixing, I'm your man!"

< Max >
Skill    : Direct combat units have high firepower. Distance units are weak 
and have small
          attack ranges.
CO Power : { MAX FORCE }
          Increase all abilities of direct combat units.
Info     : Dependable and brave. Over-protective of Sami and Andy.
           [Hit ] Weight Training
           [Miss] Studying
          "Now it's my turn!"

< Sami >
Skill    : Infantry and mech units are superior. Movement range is high for 
transport units.
CO Power : { DOUBLE TIME }
           Increases movement range for infantry and mech units. Their 
movement cost on all
           terrain becomes 1.
Info     : A graduate of special forces training. Has a strong sense of duty
          [Hit ] Chocolate
          [Miss] Cowards
          "Ready for duty!"

< Grit >
Skill    : Distance weapons have an extended attack range. However, direct 
combat units
           are weak.
CO Power : { SNIPE ATTACK }
          Increases the range and firepower of distance weapons.
Info     : Laid-back style masks dependability. A peerless marksman.
           [Hit ] Cats
           [Miss] Rats
          "What's the ruckus?"
Unlock   : Choose Max on mission 4

< Eagle >
Skill    : Strongest firepower in the skies. But flounders at sea.
CO Power : { LIGHTNING STRIKE }
          Non-infantry units ordered to wait can move again that turn. 
However, their ratings
          are lower than normal.
Info     : An ace pilot who's as tough as nails.
           [Hit ] Lucky goggles
           [Miss] Swimming
          "Do you really want to challenge me ?"
Unlock   :

< Drake >
Skill    : The sea is his domain. Naval units have top firepower and 
movement.
           Air units are weak.
CO Power : { TSUNAMI }
          Strikes all enemy units for damage.
Info     : A relaxed and carefree swashbuckler.
           [Hit ]  The sea
           [Miss] Height
          "Slow down, matey. What's the rush?"
Unlock   :


< Kanbei >
Skill    : Strong offensive and defensive abilities. Deployment costs are 
very high.(120%)
CO Power : { MORALE BOOST }
          Increases firepower and defensive ratings for all units.
Info     : Fashions himself a modern samurai.
           [Hit ] Sonja
           [Miss] Computer
          "Show me your warrior spirits!"
Unlock   : Beat Campaign

< Sonja >
Skill    : Units have great range of vision. Keeps unit HP hidden from 
enemies. Is plagued
           by constant bad luck.
CO Power : { ENHANCED VISION }
           Extends vision range of all units. Shows enemy units hidden in 
woods,
           reefs and other areas.
Info     : Kanbei's daughter. An intel gathering genius.
           [Hit ] Computers
           [Miss] Bugs
          "Brains are the key to victory, not brawn."
Unlock   : Go through Sonja's missions, which require to beat Kanbei 
missions in 8,10,12 days


< Sturm >
Skill    : ???
CO Power : { METEOR STRIKE }
          ????
Info     : A riddle within a shadow, revealing nothing.
          [Hit ] ???
          [Miss] ???
          "...."
Unlock   : Unlock other COs

-------------
* CO in War *
-------------
Olaf - His units don't have any bonus or penalty, but his blizzard could be 
very annoying.
Especially when you line up your units to get to his long range units and he 
uses blizzard.
He's average like Andy, just pray that it won't rain.

Andy - His units don't have any bonus or penalty, but he can heal 2 HP for 
every unit with his
CO Power. His CO power also give all units a +10% to both attack and 
defense. Using him against
other CO will require you to exploit their weakness.

Max - His direct combat units gain +50% bonus, but long range units suffers 
-10% to its attack.
Long range units also suffers -1 to its weapon range. So he's good in open 
area and could be
taken down easily in mountain area. His CO Power give a

--------------
-= 5. Units =-
--------------
Move   : This is the unit's movement range.
Vision : The unit's vision range.
Gas    : Unit can't move when it runs out of gas
Weapon : Some weapon need ammo and some don't.

- Infantry -
Move   : 3 (Foot)
Vision : 2
Gas    : 99/99
Weapon 1 : None
Weapon 2 : M Gun
Report : Infantry units have the lowest deployment cost. They can capture 
bases but have
low firepower.
Description : Use these to capture neutral or enemy city

- Mech -
Move   : 2 (Foot)
Vision : 2
Gas    : 70/70
Weapon 1 : Bazooka 3/3
Weapon 2 : M Gun
Report : Mech units can capture bases, traverse most terrain types, and have 
superior
firepower.
Description : Use these to finish off those low HP units.

- Recon -
Move   : 8 (Tires)
Vision : 5
Gas    : 80/80
Weapon 1 : None
Weapon 2 : M Gun
Report : Recon units have high movement range and are strong against 
infantry units.
Description : Don't attack full health tank with Recon. It's a waste of 
efford.

- Tank -
Move   : 6 (Treads)
Vision : 3
Gas    : 70/70
Weapon 1 : Cannon 9/9
Weapon 2 : M Gun
Report : Tank units have high movement ranges and are inexpensive, so 
they're easy to deploy.
Description : Effective against foot soldiers

- APC -
Move   : 6 (Treads)
Vision : 1
Gas    : 70/70
Weapon 1 : None
Weapon 2 : None
Report : APC units transport foot soldiers, ammo, gas, and rations.
Description : Very important unit, for resupply any of your units and can 
transport foot soldier.


- Artillery -
Move   : 5 (Treads)
Vision : 1
Gas    : 50/50
Weapon 1 : Canon 9/9
Weapon 2 : None
Report : Artillery units are an inexpensive way to gain indirect offensive 
attack capabilities.
Description : Long range ground units, it's vulnerable in close range

- Md (Medium) Tank -
Move   : 5 (Treads)
Vision : 1
Gas    : 50/50
Weapon 1 : Canon 8/8
Weapon 2 : M Gun
Report : Md (medium) tank units' defensive and offensive ratings are the 
highest of the ground
units.
Description : Strongest among close range ground units.

- B (Battle) Copter -
Move   : 6 (Air)
Vision : 3
Gas    : 99/99
Weapon 1 : Missiles 6/6
Weapon 2 : M Gun
Report : B (Battle) Copter units can fire on many unit types, so they're 
invaluable.
Description : Powerful units, it can only recover at air ports. Use it 
against tanks, but avoid
anti-air units and B Copter.

- T (Transport) Copter -
Move   : 6 (Air)
Vision : 2
Gas    : 99/99
Weapon 1 : None
Weapon 2 : None
Report : T (Transport) Copter units have good movement range and can carry 
foot soldiers.
Description : Can transfer your foot soldier across the sea.

- A-air -
Move   : 6 (Treads)
Vision : 2
Gas    : 60/60
Weapon 1 : Vulcan 9/9
Weapon 2 : None
Report : Anti-air units work well against foor soldiers and air units. 
They're weak against
tanks.
Description : Take out air units in one attack !

- Fighter -
Move   : 9 (Air)
Vision : 2
Gas    : 99/99
Weapon 1 : Missiles 9/9
Weapon 2 : None
Report : Fighter units can engage other air units. Their movement range is 
the highest of all
units.
Description : Good against Air units. Can take out air unit easily, just 
beware of Anti-air
and Rockets.

- Bombers -
Move   : 7 (Air)
Vision : 2
Gas    : 99/99
Weapon 1 : Bombs
Weapon 2 : None
Report : Bomber units can fire on ground and naval units. Their movement 
range is high.
Description : Very good against ground units. Even Md Tank could be wipe out 
in one attack. Just
beware of Anti air units and Rockets.

- Rocket -
Move   : 5 (Tyre)
Vision : 1
Gas    : 50/50
Weapon 1 : Rockets 6/6
Weapon 2 : None
Report : Rocket units are valuable because they can fire on both land and 
naval units.
Description : Very good unit to take out air units. Works better when use in 
conjunction with
the A-air.

- Missile -
Move   : 4 (Tyre)
Vision : 5
Gas    : 50/50
Weapon 1 : Missiles 6/6
Weapon 2 : None
Report : Missile units are essential in defending against air units. Their 
vision range is large.
Description : Very dangerous long range unit.

- Lander -
Move   : 6 (Trans)
Vision : 1
Gas    : 99/99
Weapon 1 : None
Weapon 2 : None
Report : Landers can transport two ground units. If the lander sinks, the 
units vanish.
Description : Convenient to transport units across the sea.

- Cruiser -
Move   : 6 (Naval)
Vision : 3
Gas    : 99/99
Weapon 1 : Missiles 9/9
Weapon 2 : A-Air Gun
Report : Cruisers are strong against subs and air units, and they can carry 
two copter units.
Description : Keep this unit out of the B Ship's fire range

- Sub -
Move   : 5
Vision : 5
Gas    : 60/60
Weapon 1 : Torps 6/6
Weapon 2 : None
Report : Submerged subs are difficult to find, and only cruisers and subs 
can fire on them.
Description : It could submerged, though it uses more fuels, it's useful 
against B Ships

- B (Battle) ships -
Move   : 5
Vision : 2
Gas    : 99/99
Weapon 1 : Cannon 9/9
Weapon 2 : None
Report : B (Battle) ships have a larger attack range than even rocket units.
Description : Vulnerable to subs. Can take out Rocket easily.


----------------------------
-= 6. Terrain Information =-
----------------------------
Always consider the terrain bonus before you attack.
Movement costs for air units for all terrain is 1.
When it snows, movement costs for air units is 2.
There are no penalty for ground units moving on road, bridge and city.

- HQ -
Def      : ****
New Funds: 1000
Repair   : [Land]
Report   : An army HQ. Battle ends if captured. Ground units get HP and 
supplies here.
Movement Cost : Infantry 1
                Mech     1
                Tires    1
                Tread    1
                Air      1

- City -
Def       : ***
New Funds : 1000
Repair    : [Land]
Report    : A normal city. Ground units gain supplies and HP in allied 
cities.
Movement Cost : Infantry 1
                Mech     1
                Tires    1
                Tread    1
                Air      1

- Plain -
Def       : *
New Funds : -
Report    : A rich, green plain. Easy to traverse, but offers little 
defensive cover.
                Weather   Clear Rain Snow
Movement Cost : Infantry    1     1   2
                Mech        1     1   1
                Tires       2     3   3
                Tread       1     2   2
                Air         1     1   2

- Wood -
Def       : **
New Funds : -
Report    : In Fog of War, units hidden here can only be seen by adjacent 
units and air units.
                Weather   Clear Rain Snow
Movement Cost : Infantry    1    1    2
                Mech        1    1    1
                Tires       3    4    4
                Tread       2    3    3
                Air         1    1    2

- Mountain -
Def       : ****
New Funds : -
Report    : A steep mountain. Infantry units add 3 to their vision range 
from here.
                Weather   Clear Snow
Movement Cost : Infantry    2    4
                Mech        1    2
                Air         1    2

- Air Port -
Def       : ***
New Funds : 1000
Report    :
Movement Cost : Infantry 1
                Mech     1
                Tires    1
                Tread    1
                Air      1

- Road -
Def       : -
New Funds : -
Report    : A paved road. Easy to traverse, but offers little defensive 
cover.
Movement Cost : Infantry 1
                Mech     1
                Tires    1
                Tread    1
                Air      1
- Bridge -
Def       : -
New Funds : -
Report    : A bridge allows units to traverse rivers, but offers no terrain 
benefits.
Movement Cost : Infantry 1
                Mech     1
                Tires    1
                Tread    1
                Air      1

- River -
Def       : -
New Funds : -
Report    : A gentle, flowing river. Only infantry units can ford rivers.
                Weather   Clear Rain Snow
Movement Cost : Infantry     2 2
                Mech         1 1
                Air          1 2

- Sea -
Def       : -
New Funds : -
Report    : A body of water. Only naval and air units can traverse seas.
Movement Cost : Ships 1
                Trans 1
                Air   1

- Shoal -
Def       : -
New Funds : -
Report    : A sandy shoal. Lander units load and unload units here.
Movement Cost : Infantry 1
                Mech     1
                Tires    1
                Tread    1
                Air      1
                Trans    1

- Reef -
Def       : *
New Funds : -
Report    : In Fog of War, units hidden here can only be seen by adjacent 
units and air units.
Movement Cost : Ships 2
                Trans 2
                Air   1

- Port -
Def       : ***
New Funds : 1000
Report    :
Movement Cost : Infantry 1
                Mech     1
                Tires    1
                Tread    1
                Air      1


---------------
-= 7.Technical =-
---------------
* Damage *
You can estimate the damage done by looking at the % before you confirm the 
attack.
Since all units have only 10 HP, the single digit might be drop or rounded 
up.
(eg : 55% might cause 5 damage or 6 damage)
You can also estimate the damage counter by the opponent.
Damage Done = (Current HP)/10 * (Basic Damage)

Example : When Infantry attack Infantry (no bonus involve)

Basic damage for Inf VS Inf is 55%
so the attacker inflict (10/10 * 55) damage, which is 6
then the defender counter with (4/10 * 55) damage, which is 2

Usually, the single digit will be ignore for the defender even it's 9
but sometimes, even 0% can kill a 1HP unit.

* Terrain Bonus *
Here is how you calculate the terrain bonuses.
[Basic damage] - {(Basic damage)/10 * (Defense Bonus)}

Basic damage is the damage without any bonuses (eg: Andy VS Andy on road)

Example : When a Tank attack a Mech (no CO bonus involve)

Basic damage for Tank VS Mech is 70%
so, when Mech is on a Plain, with 1 defense bonus,
70 - (70/10 * 1) = 63
Tank VS Mech 63% (plain, *) [70-7]
Tank VS Mech 56% (wood, **) [70-14]
Tank VS Mech 49% (city, ***) [70-21]
Tank VS Mech 42% (mountain, ****) [70-28]

note : a .5 will be rounded to 1

Basic damage
Inf VS Inf       55%
Inf VS Mech      45%
Inf VS Recon     12%
Inf VS Tank       5%
Inf VS Md Tank    1%
Inf VS APC       14%
Inf VS Artillery 15%
Inf VS Rocket
Inf VS A-Air      5%
Inf VS Missile

Mech VS Inf       65%
Mech VS Mech      55%
Mech VS Recon     85%
Mech VS Tank      55%
Mech VS Md Tank   15%
Mech VS APC       75%
Mech VS Artillery 70%
Mech VS Rocket
Mech VS A-Air     65%
Mech VS Missile

Recon VS Inf       70%
Recon VS Mech      65%
Recon VS Recon     35%
Recon VS Tank       6%
Recon VS Md Tank
Recon VS APC       45%
Recon VS Artillery 45%
Recon VS Rocket
Recon VS A-Air
Recon VS Missile

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