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Advance Wars: Dual Strike
War Room Guide
Map 41: Whiplash

Score achieved: 300 pts, 11 days
100-pt. time limit: 23 days
Player CO: Anyone but Kanbei
Enemy CO(s): Drake (bottom screen), Eagle (top screen)
Skills: None
Mode: 2.5x EXP
Overview: This
strategy turns the map is a frantic race for each other's HQ. Your
HQ island will be left completely undefended in order to gain a small
advantage when assaulting Drake's island. You must capture Drake's
HQ in 11 days, or he will capture yours on that day. Land 2 Md. Tanks
to damage Drake's low-tier units. Drop off 3 Infantry, 2 of which
serve as protection for your capturing Infantry.
Note that this
map is very random, and even the slightest deviation from the strategy
will result in different outcomes. This is not a bad thing, though,
as there are many possible ways to win. This strategy only covers one
of them. Experiment until you can achieve victory.
For Colin, his
Md. Tanks are weaker than normal, but he can buy Neotanks due to his
reduced costs. When this guide refers a Md. Tank, Colin should be using
a Neotank instead. Sami has weak Md. Tanks, but her Infantry can take
one hit and still be able to capture the HQ.
Kanbei cannot follow
this strategy due to increased costs.
The top screen
CO does not matter.
For full Power,
you need to destroy 2 units in 1 day. This can be done on Day 10, as
you clear the area around Drake's HQ.
For full Technique,
you can lose up to 1 unit, but you should not lose any.
Day 1:
Build Infantries
in the northeast and southwest bases.
Day 2:
Move the northeast
Infantry 3W, and the southwest Infantry 3N.
Build Infantries
in the northeast and southwest bases.
Day 3:
Start capturing
the neutral ports.
Move the northeast
Infantry 3S, and the southwest Infantry 3E.
Save.
Day 4:
Finish capturing
the neutral ports.
Start capturing
the other neutral ports.
Build a Md. Tank
in the southwest base (Note that you can build it on the next day).
Day 5:
Finish capturing
the neutral ports.
Move the southwest
Infantry 1N or 1S (I recommend 1S). Moving it 1N makes the enemy Artillery
move southwest, while moving it 1S makes it move northeast.
Build a Lander
in the free port in the southwest.
Day 6:
Load the Md. Tank
and Infantry onto the Lander.
Move the Lander
5E and drop the Md. Tank E, or 1N 4E and drop N.
Build an Infantry
in the southwest base.
Day 7:
Move the Lander
back to the WSW port.
Move the Infantry
in the southwest base 3E.
Build a Md. Tank
in the southwest base.
Md. Tank movement
on Drake's island is at your discretion.
Day 8:
Load the Md. Tank
onto the Lander. Move the Lander 5E and drop the Md. Tank N, and the
Infantry E.
Move the Infantry
on the SSW port 1W.
Build a Black Boat
on the SSW port.
Md. Tank movement
on Drake's island is at your discretion. If a unit can attack your
Infantry, hit it or block its path with the Md. Tank.
Day 9:
Load both Infantry
onto the Black Boat. Move the Black Boat 5N and drop the Infantries
N and E.
From here on, your goal is to clear out the remaining forces around Drake's island. Keep
in mind the following tips:
1. Be careful of
Drake's COP. It can ruin your capture even if nothing can attack your
capturing Infantry.
2. It may be to
your advantage if you do not attack Drake's units. They will take
care of themselves when Drake sends them to the second front.
3. Drake may have
a Tank located on the east side of his island. Your Lander will make
good bait to stop it from harassing your Infantry.
4. Block up Drake's
bases with your units to slow down his land unit production. Note that
you can also accomplish this by using your Md. Tanks as bait to keep
an Artillery rooted to the base, but this will charge Drake's COP
by a bit.
5. Use your units
to surround your capturing Infantry to keep it safe from enemy attacks.
Guide by DxDyDzD
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