Advance Wars - Campaign - Mission 1 - It's War!

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MISSION 1 - IT'S WAR!

Ok, here we go. We're fresh out of field training and ready for our campaign. It appears that in Field Training, we recovered territory that was recently lost to the Blue Moon army. Now we're actually ready to go on the offensive and take the fight back to the enemy.

In this first mission, you'll have your first opportunity to use a CO Power, as you advise your CO, Andy. Andy's CO Power is 'Hyper Repair', which restores 2 HP to all of his Units and increases their defense by 10%. So it's ok to take a little damage before using your CO Power. I was however, unable to avoid sacrificing at least two units as 'bait'.

The battle is divided into two fronts: north and south. In the South, you'll want to strike first with your Md. Tank against the enemy's normal tank. Be mindful of the enemy's rocket's range. You'll only be able to attack with the Md. Tank for now. It's more important to adequately setup your artillery so that you can soften the enemy up a bit before striking.

In the North, it's the same deal. Strike the tank with yours and then with your anti-air afterwards. Position your artillery to be able to attack on your next turn. Your anti-air is not very useful in this battle, so it will unfortunately play the role of bait. But by making this sacrifice, you should be able to pick off around two tanks and two anti-airs. So it's more than an even trade.

Back in the South, your first real objective is to take out the enemy's rockets. Your Md. Tank should be able to reach it by Day 2. Take your time cleaning everything up else with your Tank, Artillery, Recon and Mech units. When you're ready, you'll want to position your APC as bait within range of the enemy's Md. Tank. I position it on the other side of the mountains with my artillery two spaces down. So after the APC is destroyed, give it a 1-2 punch from your artillery and Md. Tank.

In the top right near the enemy's HQ is another rocket unit (and in my scenario, a damaged tank pulled back to a base to repair). Olaf will most likely use his CO Power a second time when you're close, which will cost you another day. Finally by Day 10, you should be able to move in for the kill. Keep in mind, the damaged enemy tank will most likely remain in place until it's fully repaired. However, it may move if something like your artillery comes within range.

I was able to do this slightly better on some playthroughs, but I got the 'S Rank', so we'll just move on.







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