Wars World News
ForumIRC ChatDesign COsMapsAdvance Wars Project: Check it out!HackingOlaf's ChairHome
Advance Wars
Field Training
Campaign
Advance Campaign
War Room
CO Guide
Unit Guide
Damage Chart
Battle Mechanics
Concept Art
Downloads


Advance Wars 2
Tutorial
Campaign
War Room
CO Guide
CO FAQs
Damage Chart
Game Mechanics
Unlockables
Concept Art
Downloads


Advance Wars DS
Campaign
War Room
CO Guide
CO FAQs
Unit Guide
Skills Guide
Damage Chart
Game Mechanics
Combat Mode Guide
Survival Mode Guide
Unlockables
History Ranks
Concept Art
Downloads


Advance Wars Days of Ruin | Advance Wars Dark Conflict
Campaign
Trial Maps
CO Guide
CO FAQs
Unit Guide
Damage Chart (Print)
Concept Art

Super Famicom Wars
How To Play
CO Guide
Unit Guide
Damage Chart (Print)
Terrain Guide

Friday, October 31st, 2014

Moji Island Guide
Recommended CO
: Anybody
Opponent: Grit
Speed Requirement: 14 days
Points: 999pt S-rank
Days: 10

Overview: In a rare instance, ALL COs can follow this exact strategy without any special modifications. The only requirement is that you keep as many units outside Grit's range as possible until Day 8.

Day 1:

- Build APC in E base.
- Build Infantry in all remaining bases.

Day 2:

- Move S Infantry 3E.
- Load Infantry into APC and move APC 1S 4E and drop Infantry east.
- Build Tank in S base.

Day 3:

- Move E Infantry 2S 1E and begin capturing neutral base.
- Load Infantry into APC and move APC 1S 2E.
- Move Tank 5E.
- Build Tank in S base.

Day 4:

- Finish capturing neutral base. This will be called the SE base.
- Move APC 2S 1E.
- Move E Tank 1S 2E.
- Move remaining Tank 5E.
- Build Tank in S base.

Day 5:

- Move APC 3S and drop Infantry west, unless Grit's vehicles can attack the Infantry.
- Move remaining Infantry 2S.
- Move easternmost Tank 2S 1E.
- Move E Tank 1S 2E.
- Move remaining Tank 5E.
- Build Tank in SE base.

Day 6:

- Save here.

At this point, Grit is inconsistent with unit movement, which ends the day-to-day walkthrough.

Starting on Day 6, continue building Tanks from the SE base and Infantry in your HQ bases. This allows you to lose up to two units for the technique score.

If you cannot get your units to distract any of Grit's indirect units, remember that an APC can be used to distract one, if not both of them.

If Grit sends an Artillery unit in the forest area, one Infantry unit can be used to distract it. When Grit builds two Artillery units on Day 6, keep out of their range. The two of them should head south and leave your army alone.

To minimize the number of enemy units Grit keeps in front of your army, minimize the number of units that can be attacked. If Grit's units cannot find a target, they will move away from the HQ area or away from your army.

You have three days to move your units in range of Grit's HQ, because one of your two Infantry must be in range of Grit's HQ on Day 8. On Day 9, Grit builds a Rocket unit without fail, allowing your Infantry to begin the HQ capture unhindered and finish easily on Day 10.

You need to destroy two units for the power score. The Infantry units south of the SE base should provide one, if not two easy targets.

by DTaeKim

Poll
With the DS Wifi service shutting down in May, did you ever play AW4 online?

Yes!
No!

Show Results


List all polls

Staff
Contribute to WWN
10th Anniversary Articles

Xenesis
Linkman 145
HPD
thefalman
Dragon Fogel
DTaeKim


Advance Wars, Advance Wars 2, Advance Wars DS, and all content contained in those games are copyright (c) 1990-2005 Nintendo, and 2001-2005 Intelligent Systems. This site was not made with the permission of Nintendo or Intelligent Systems.
If this page does not appear properly, then you need a web standards compatible browser like Firefox