
Field Training
Campaign
Advance Campaign
War Room
CO Guide
Unit Guide
Damage Chart
Battle Mechanics
Concept Art
Downloads

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

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

Campaign
Trial Maps
CO Guide
CO FAQs
Unit Guide
Damage Chart (Print)
Concept Art

How To Play
CO Guide
Unit Guide
Damage Chart (Print)
Terrain Guide
|
| Wednesday, September 8th, 2010 |
Advance Wars: Dual Strike
War Room Guide
Map 23: Little Lion

Index:
-General Strategy
-Fast 9-Day Strategy
General Strategy
Score achieved: 300 pts, 20+ days
100-pt. time limit: 28 days
Player CO: Anyone
Enemy CO(s): Andy
Skills: none
Mode: 2.5x EXP
Overview: This War Room map is considered one of the most difficult
ones in the game. Andy starts with more bases and has an economic advantage
as well. In order to win, you're going to need to abuse the fact you are
Orange Star. You go first. Cherish that fact.
In a strange turn of events, Kanbei can use this walkthrough. Go figure.
By the way, luck abuse is present in this walkthrough. You have been
warned.
Grimm can't follow the primary walkthrough due to his reduced defense, but
he can follow an alternate one as devised by Dragon Fogel. All other COs
can follow this if you get frustrated with the luck needed to follow mine.
Day 1:
- Build Infantry in both bases.
Day 2:
- Move northern Infantry 3E and begin capturing neutral city.
- Move southern Infantry 3S.
- Build APC in northern base.
- Build Infantry in southern base.
Day 3:
- Finish capturing neutral city.
- Move APC 1S 5E.
- Move southern Infantry 2S 1E.
- Move remaining Infantry 3S.
- Build Infantry in both bases.
Alternate Day 3:
- Finish capturing neutral city.
- Move APC 1S 5E.
- Move southern Infantry 2S 1E.
- Move remaining Infantry 3S.
- Build Recon in northern base.
- Build Infantry in southern base.
Andy Day 3:
- It is recommended that the APC moves 1N. This will allow you to capture
the southern base unhindered, though it is possible to finish the map
without this movement.
Day 4:
- Load eastern Infantry into APC, move APC 6E, and drop Infantry east.
- Move northern Infantry 3E.
- Move southernmost Infantry 2S 1E.
- Move southern Infantry 2S 1E.
- Move remaining Infantry 3S.
- Build Infantry in both bases.
Alternate Day 4:
- Load eastern Infantry into APC, move APC 6E, and drop Infantry east.
- Move Recon as far east as possible.
- Move southernmost Infantry 2S 1E.
- Move southern Infantry 2S 1E.
- Move remaining Infantry 3S.
- Build Infantry in both bases.
Day 5:
- SAVE HERE. You have a 25% chance of this working.
- Begin capturing neutral base with easternmost Infantry.
- Move APC 4E.
- Move eastern Infantry 1S 2E.
- Move northern Infantry 3E.
- Move southernmost Infantry 2S 1E.
- Move next southern Infantry 2S 1W.
- Move southern Infantry 2S 1E.
- Move remaining Infantry 3S.
- Build Infantry in southern base.
Alternate Day 5:
- Save here.
- If you're Grimm, move Recon north of enemy Infantry and DO NOT ATTACK.
All other COs can attack enemy Infantry with Recon from the north.
- If you're Grimm, move Infantry west of enemy Infantry and begin capturing
neutral base. All other COs can destroy enemy Infantry with Infantry from
the west.
- Move APC 1S of where enemy Infantry was located.
- Move northern Infantry 3E.
- Move southernmost Infantry 2S 1E.
- Move next southern Infantry 2S 1W.
- Move southern Infantry 2S 1E.
- Move remaining Infantry 3S.
- Build Infantry in both bases.
Andy Day 5:
- Infantry attacks capturing Infantry on neutral base. Your Infantry MUST
have 7 HP and Andy's Infantry must have 6 HP after this attack. Kanbei and
Von Bolt have an advantage due to their increased defense.
Day 6:
- Save here if the above happens.
- Continue capturing neutral base.
- Begin capturing neutral base with easternmost Infantry.
- Move eastern Infantry 1S 2E.
- Begin capturing both neutral bases with the southern Infantry.
- Move southernmost Infantry 2S 1W.
- Begin capturing neutral city with southern Infantry.
- Move remaining Infantry 3S.
- Build Infantry in southern base.
Alternate Day 6:
- Save here.
- Grimm should destroy enemy Infantry with Recon from the north and continue
capturing the neutral base.
- Grimm should move APC where enemy Infantry was located.
- All other COs should begin capturing the neutral base.
- All other COs should move APC 1N and move Recon where APC was.
- Begin capturing neutral base with easternmost Infantry.
- Move eastern Infantry 1S 2E.
- Begin capturing both neutral bases with the southern Infantry.
- Move southernmost Infantry 2S 1W.
- Begin capturing neutral city with southern Infantry.
- Move remaining Infantry 3S.
- Build Infantry in southern base.
Andy Day 7:
- Infantry attacks capturing Infantry on northeastern base. Your Infantry
MUST have at least 3 HP left.
- Sometimes, Andy attacks the capturing Infantry on the island base. Again,
your Infantry MUST have 7 HP and his Infantry must have 6 HP.
Grimm Day 7:
- Move APC 1N.
- Move Recon where APC was.
After securing the neutral bases, it's downhill from here. Andy will keep
that wounded Infantry adjacent to your capturing Infantry, blocking all
access to the northeastern front. Your goal is to build enough forces to
annihilate the northeastern front and capture Andy's base south of it.
In the southern front, capture the southernmost cities and the neutral
airport. Your goal isn't to advance, but to maintain your position. The
ideal spot are the forest tiles north of the island base. Make an Infantry
wall and constantly join wounded Infantry. You will probably need a B-copter
to fend off invading Infantry.
If Andy advances to your northern base near your HQ, build a Tank to deter
his forces. On the other hand, if he brings in a Neotank/Md. Tank, concede
the northern base. You want to build a Megatank near your base once you have
enough funds.
In the northeastern front, you want to build a Rocket unit to help your
forces. I usually advance once I have two Md. Tanks, a Tank, and a Neotank.
Use the Missile once you're ready to make your move.
Try to avoid leaving wounded units to avoid Andy's SCOP. If this cannot be
helped, then try to get him to use his COP instead.
Andy usually builds around 50 units during the course of this map.
Therefore, you should destroy 6 units to be on the safe side.
On a sidenote, I would say this map is the best demonstration of FTA and a
situation of economic advantages. Once you capture the two southernmost
cities, the economy shifts 17 to 13 in your favor. This gives you the
advantage you need in the end.
Strategy by DTaeKim and Dragon Fogel.
Fast Strategy
Score achieved: 300 pts, 9 days
100-pt. time limit: 28 days
Player CO: Anyone but Kanbei
Enemy CO(s): Andy
Skills: none
Mode: 2.5x EXP
Overview: Send
an APC directly at Andy's HQ. It will take heavy fire along the way,
but it will survive if you use a Recon to distract the enemy Tank from
attacking it. Trick the AI into building 2 Md. Tanks in the northeast
base so that you get an unhindered HQ capture.
Grit needs to make
a minor modification on Day 8 to charge his COP, as you need at least
90% attack to destroy the Mech in one hit.
Kanbei cannot follow
this guide because of increased costs and Grimm cannot follow this guide
exactly because of lowered defense, which would result in his Recon
being lost. Both still can finish in 9 days: for Grimm, use a Tank to
bait the enemy Tank instead of a Recon.
For full Power,
you need to destroy 2 units in 1 day. These two units are an Infantry
and a Mech. The Mech must not be protected by a Tank.
For full Technique,
you can only lose 1 unit. You should not be losing any.
Day 1:
Build an APC in
the north base.
Day 2:
Move the APC 3E.
Build Infantry
in both bases.
Day 3:
Load the north
Infantry into the APC. Move the APC 3S 2E.
Move the south
Infantry 3S.
Build a Recon in
the north base.
Save.
Day 4:
Move the APC 4S
1E.
Move the Infantry
2S 1E.
Move the Recon
1S 7E.
Build a Tank in
the north base.
Day 5:
Move the Infantry
2S 1W.
Move the APC 6E.
Move the Recon
8E. Do not attack the Infantry.
Move the Tank 1S
5E.
Build a Recon in
the north base.
Andy Day 5:
His Artillery must
move northwest.
Day 6:
Move the APC 5S
and drop S.
Move the Infantry
2W and start capturing the base.
Move the east Recon
4S.
Move the Tank 5E.
Move the remaining
Recon 1S 7E.
Build an Anti-Air
in the north base.
Andy Day 6:
His Tank must attack
your Recon.
Day 7:
Finish capturing
the base.
Move the other
Infantry 2S 1E.
Move the APC 2S
2E.
Move the damaged
Recon 4N 4W. Join the other Recon to it.
Move the Anti-Air
1S 5E.
Andy Day 7:
His Tank in the
middle must move southeast.
He must build a
Md. Tank in the northeast base.
Day 8:
Start capturing
Andy's HQ.
Move the other
Infantry 2E.
Move the Anti-Air
4S.
Move the Recon
and Tank as far west as possible.
(Grit: Move the
Recon 1S 1E and attack the Infantry, then move the Tank 3E.)
Build an Anti-Air
in the west base.
Day 9:
Save.
(Grit: Attack the
Infantry with your Recon, your COP should be charged now. Activate it.)
Destroy the Mech
with the Anti-Air.
Move the damaged
Infantry 1W, then destroy the Infantry with the Anti-Air.
Build 2 units if
you lost 1.
Finish capturing
Andy's HQ.
Strategy by DxDyDzD.
|
List all polls

Contribute to WWN
Xenesis
Linkman 145
HPD
thefalman
Dragon Fogel
DTaeKim
|