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AW Revolution  »  Advance Wars: Dual Strike Normal Campaign
Advance Wars: Dual Strike Normal Campaign
Drafted by YoyoYoshi for awRev

This section covers the Normal Campaign in Advance Wars: Dual Strike, with mission-by-mission strategy, recommended CO setups, and major threat notes. Enemy movement can vary slightly based on positioning, damage rolls, and capture timing, so follow the strategic principles if the AI deviates from the exact sequence shown here.

Mission 1: Jake’s Trial

Objective:
Defeat all enemy units

Recommended CO Setup:
Jake (fixed)

Why This CO:
This is Jake’s introductory tutorial mission, designed to teach basic movement, combat, and property capture mechanics. CO selection is fixed.

Map Notes:

  • Introductory tutorial battle
  • Small battlefield with only a few enemy units
  • Designed to teach direct combat sequencing
  • Capturing the city is part of the intended learning flow

General Strategy:
This mission is straightforward: eliminate the enemy tank immediately, then use your surviving tank and mech to clean up the infantry over the next two turns.

The key lesson here is focus fire: multiple units attacking one target in sequence is far stronger than splitting damage across several enemies.

Opening Plan

Day 1:

  1. Move your mech east and attack the enemy tank first.
  2. Follow with your tank and finish the tank off immediately.
  3. Move infantry onto the nearby property and begin capture.

Destroying the tank on Day 1 prevents any meaningful enemy counterpressure.

Day 2:

  1. Finish capturing the property.
  2. Use your tank to weaken one infantry.
  3. Use your mech to eliminate the other infantry.

Midgame Priorities

There is almost no true midgame here, but the mission teaches two essential principles:

  • Remove the strongest enemy threat first
  • Use heavier units to soften targets before finishing with weaker units

By Day 3, only one enemy infantry should remain.

Enemy Threat Warnings

The only real danger is leaving the enemy tank alive too long.

If you fail to destroy it on Day 1:

  • it can damage your tank significantly
  • cleanup becomes slower
  • perfect score pacing becomes harder

Mission End

On Day 3:

  • Use your tank to damage the last infantry
  • Finish it with your mech

This ends the mission cleanly with no complications.

Playthrough Note:
A clean completion earns a 300 point S Rank and establishes the basic combat patterns used throughout the rest of Dual Strike.

Mission 2: The New Black

Objective:
Defeat all enemy units

Recommended CO Setup:
Jake (fixed)

Why This CO:
This mission is designed as an artillery tutorial and uses Jake by default. The focus is on learning indirect combat rather than CO-specific mechanics.

Map Notes:

  • Early tutorial mission introducing artillery combat
  • Your force consists mainly of artillery and support units
  • Enemy tanks approach in a narrow lane
  • Proper artillery positioning is the central lesson

General Strategy:
This mission teaches how indirect units control space. Let the enemy advance into artillery range, then destroy each tank before it can close distance.

Do not rush your artillery forward unnecessarily. Let the enemy come to you.

Opening Plan

Day 1:

  1. Use the eastern artillery to fire on the nearest tank.
  2. Move the western artillery west into better firing position.
  3. Hold your APC safely behind the line.

Day 2:

  1. Use both artillery units to target the advancing northern tanks.
  2. Focus fire to reduce the number of enemy attacks each turn.

Day 3:

  1. Continue firing both artillery units into the central advancing tank.
  2. Prioritize damaged tanks first so they cannot survive into another turn.

Midgame Priorities

This mission is about preserving artillery spacing:

  • Keep artillery protected from direct attack
  • Never allow tanks adjacent access to your artillery line
  • Use overlapping firing ranges whenever possible

By Day 4, only one enemy tank should remain threatening.

Enemy Threat Warnings

Enemy tanks become dangerous only if:

  • your artillery is left exposed
  • firing lines are broken
  • APC blocks artillery movement poorly

If needed, use the APC as a temporary blocker to protect weakened infantry.

Mission End

Late in the mission:

  1. Reposition the western artillery south and west as needed.
  2. Use APC blocking movement to prevent enemy access.
  3. Finish the last tank with concentrated artillery fire.

This mission ends once the final tank is destroyed.

Playthrough Note:
A clean artillery-focused clear earns a 300 point S Rank and teaches one of the most important early Dual Strike fundamentals: indirect units win by control, not speed.

Mission 3: Max Attacks

Objective:
Capture the enemy HQ OR destroy all enemy units

Recommended CO Setup:
Max (fixed)

Why This CO:
This mission introduces Max’s direct combat strengths and emphasizes aggressive frontline pressure. His stronger direct units make him ideal for fast armored breakthroughs.

Map Notes:

  • First major air mobility mission
  • Introduces coordinated Battle Copter and Transport Copter usage
  • Enemy uses strong armored resistance, including medium tanks
  • Black Bomb threat makes poor unit clustering dangerous

General Strategy:
Spread your air units on Day 1 to reduce Black Bomb splash vulnerability, then use Battle Copters to overwhelm armored targets while your Transport Copter delivers a mech toward the enemy HQ.

This mission rewards fast aerial tempo more than slow attrition.

Opening Plan

Day 1:

  1. Spread your Battle Copters apart immediately.
  2. Avoid clustering multiple copters in Black Bomb blast range.
  3. Begin shifting your Transport Copter and mech toward the HQ route.
  4. Advance artillery and APC support cautiously behind the air line.

The primary objective is to preserve copter mass while setting up the HQ run.

Midgame Priorities

Day 2 through Day 4:

  • Use full health Battle Copters to focus medium tanks first
  • Keep damaged copters merged or withdrawn when possible
  • Load eastern mech into Transport Copter quickly
  • Maintain artillery support against surviving armor clusters

Priority target order:

  1. Medium Tanks
  2. Anti-Air threats
  3. Remaining tanks
  4. Infantry blocking HQ route

Battle Copters should never waste attacks on low-value infantry if armored targets remain active.

Enemy Threat Warnings

Black Bomb:
The biggest danger in this mission is overstacking aircraft.

Always:

  • keep copters separated
  • avoid ending turns in clustered formations
  • stagger approach angles when attacking

Enemy anti-air fire is secondary, but still dangerous if your copters overcommit.

HQ Capture Timing

By Day 4:

  • Your Transport Copter should reach HQ range
  • Unload the mech directly onto or adjacent to the HQ
  • Continue attacking enemy armor with remaining copters to prevent interruption

Even if elimination remains possible, HQ capture is usually faster and safer.

Mission End

Once the mech lands:

  1. Secure surrounding enemy threats with copters.
  2. Continue suppressing armor near HQ.
  3. Finish remaining enemy units or complete HQ capture.

This mission usually ends on Day 5 with aggressive air superiority intact.

Playthrough Note:
A clean fast clear earns a 300 point S Rank and demonstrates the importance of air spacing, target priority, and coordinated transport timing.

Mission 4: Reclaiming the Skies

Objective:
Defeat all enemy units

Recommended CO Setup:
Max (fixed)

Why This CO:
This mission continues Max’s combat tutorial arc and highlights anti-air combat. His stronger direct units help finish enemy aircraft quickly once they are weakened by missiles.

Map Notes:

  • Short anti-air focused battle
  • Introduces coordinated anti-air and missile support
  • Enemy force is air-heavy, with bombers, fighters, and copters
  • One enemy tank provides the only major ground threat

General Strategy:
Eliminate the enemy tank immediately with rockets and your tank, then use anti-air units and missiles to clear the sky before enemy aircraft can trade damage efficiently.

This is a tempo mission: if you destroy the air force quickly, the battle ends almost immediately.

Opening Plan

Day 1:

  1. Fire your rocket at the enemy tank.
  2. Move your tank in and finish the weakened tank.
  3. Use anti-air units to strike bombers and fighters.
  4. Use missiles to remove the battle copter.

Removing the tank first protects your anti-air units from ground pressure.

Midgame Priorities

After the opening exchange:

  • Focus bombers first if they threaten clustered units
  • Finish damaged fighters before splitting damage
  • Keep anti-air units separated enough to avoid overlapping retaliation

Target priority:

  1. Bombers
  2. Fighters
  3. Remaining copters

Because enemy aircraft are expensive, every clean knockout creates immediate tempo advantage.

Enemy Threat Warnings

Bombers:
Bombers are the most dangerous enemy unit here.

If left alive too long:

  • they can heavily damage anti-air units
  • your cleanup becomes slower
  • S Rank pacing becomes less reliable

Do not waste anti-air attacks on already neutralized low-threat targets while bombers remain active.

Mission End

Day 2 usually ends the mission:

  1. Finish off surviving bombers and fighters.
  2. Use missiles only if needed to secure final cleanups.

Once the air fleet is gone, the map ends immediately.

Playthrough Note:
A clean two-day victory earns a 300 point S Rank and reinforces one of Dual Strike’s most important combat lessons: remove expensive air threats first.

Mission 5: Neverending War

Objective:
Capture the HQ OR destroy all enemy units

Recommended CO Setup:
Rachel (fixed)

Why This CO:
Rachel is required here and fits the map well. Her missiles are excellent on a tight battlefield where enemy units tend to cluster, and her repair bonus helps preserve damaged vehicles during prolonged exchanges.

Map Notes:

  • First larger-scale mission with multiple production bases
  • Black Hole begins with a Medium Tank guarding its HQ
  • The northern front is the decisive breakthrough lane
  • Southern front is mainly about securing properties and support captures

General Strategy:
Lure the enemy Medium Tank off the HQ, weaken it safely with artillery, then destroy it before pushing tanks into Black Hole territory. Once the Medium Tank falls, the map becomes much easier and turns into a standard advance-and-cleanup battle.

This mission teaches patience: do not rush into the HQ lane before the Medium Tank is neutralized.

Opening Plan

Day 1:

  1. Move the northern mech north to begin contesting the upper lane.
  2. Build a tank from the northern base.

Day 2:

  1. Use the northern mech to attack the recon on your city.
  2. Move your new tank northeast toward the northern city.
  3. Build artillery from the northern base.
  4. Build infantry from the southern base.

Day 3:

  1. Move your tank onto the northern city and attack the anti-air.
  2. Advance artillery behind the tank toward the Medium Tank lane.
  3. Keep southern infantry moving toward captures.
  4. Build another northern tank.

The goal is to set up artillery range on the Medium Tank by Day 4.

Midgame Priorities

Once the Medium Tank approaches:

  • hit it first with artillery
  • finish it only when safe from counterattack
  • do not expose tanks directly unless artillery has softened it

After the Medium Tank falls:

  1. Push northern tanks aggressively into Black Hole territory
  2. Remove anti-air and tanks before weaker units
  3. Save artillery cleanup for last once direct threats are gone

Priority target order:

  1. Medium Tank
  2. Tanks
  3. Anti-Air
  4. Mechs
  5. Artillery

Southern Front Role

The southern lane is secondary but still important:

  • Capture the neutral base steadily
  • Use mechs to eliminate weakened enemy tanks
  • Secure nearby neutral cities whenever safe
  • Avoid overcommitting south if north breakthrough is underway

The southern side exists to strengthen your economy, not to force the win.

Enemy Threat Warnings

Medium Tank:
This is the mission’s defining threat.

If engaged too early:

  • your tanks lose badly in direct combat
  • HQ route stalls
  • northern push collapses

Always soften it first with artillery before committing direct attacks.

CO Power Timing

Rachel’s Super CO Power is very strong here if charged mid-battle.

Best timing:

  • after the Medium Tank is gone
  • when multiple Black Hole vehicles are clustered
  • before your northern breakthrough turn

This can accelerate cleanup dramatically.

Mission End

Once the northern line breaks:

  1. Advance tanks directly toward Black Hole HQ.
  2. Clear blocking armor first.
  3. Either capture HQ safely or eliminate remaining units.

The mission usually ends soon after the Medium Tank and frontline armor are gone.

Playthrough Note:
This mission becomes highly variable after Day 5, so exact move scripting is less important than following the correct northern breakthrough sequence.

Mission 6: The Ocean Blue

Objective:
Capture the HQ OR destroy all enemy units

Recommended CO Setup:
Colin (fixed)

Why This CO:
Colin is ideal here because his reduced unit costs let you recover quickly from expensive naval trades. This mission emphasizes careful ship exchanges, where cheap replacement value matters greatly.

Map Notes:

  • First major naval battle mission
  • Introduces combined sea, air, and transport coordination
  • Lash controls mixed naval forces with strong indirect support
  • Early naval tempo determines the entire battle

General Strategy:
Neutralize Lash’s strongest naval units quickly, especially her battleship and submarine, then land your transport force safely and overwhelm her island position before she can recover.

This mission rewards precise sequencing more than brute force.

Opening Plan

Day 1:

  1. Fire your rocket into the enemy cruiser immediately.
  2. Use your battleship to heavily damage Lash’s rocket.
  3. Move submarine east and dive.
  4. Load infantry into APC.
  5. Load APC and tank into lander.
  6. Advance lander southeast toward landing route.
  7. Move artillery east.
  8. Use battle copter to chip enemy battleship.

The early goal is to weaken Lash’s naval core before your landing begins.

Naval Priorities

Your first three naval targets should be:

  1. Enemy Battleship
  2. Enemy Submarine
  3. Enemy Cruiser

Why:

  • Battleship threatens your transport route
  • Submarine threatens your battleship
  • Cruiser threatens your submarine

If Lash’s battleship survives too long, your landing becomes much riskier.

Landing Operation

By Day 3:

  • move lander into unloading position
  • unload APC and tank onto shore
  • establish immediate beachhead pressure

Once landed:

  • APC pushes infantry inland quickly
  • tank begins frontline clearing
  • do not leave unloaded infantry exposed unsupported

Landing safely is the mission’s decisive pivot.

Midgame Priorities

After the naval exchange:

  • eliminate Lash’s remaining rocket quickly
  • remove shore tanks before they reach your landing force
  • protect your battleship from low-value attrition
  • keep APC resupply active for submarine and indirects

Priority target order:

  1. Rocket
  2. Shore tank
  3. Cruiser remnants
  4. Infantry blockers

Enemy Threat Warnings

Lash’s SCOP:
Lash may trigger Super CO Power mid-battle.

When this happens:

  • enemy terrain defense rises sharply
  • cleanup attacks become less efficient
  • weak units may survive unexpectedly

If Lash’s meter is near full, avoid relying on exact damage thresholds.

Submarine Usage

Your submarine is the mission’s most important assassination unit.

Best use pattern:

  • dive early
  • eliminate enemy battleship first
  • reposition to destroy lander later

Do not waste submarine attacks on minor targets unless naval threats are gone.

CO Power Timing

Colin’s Super CO Power is strongest after landing begins.

Best timing:

  • once multiple frontline land targets remain
  • after enemy naval superiority is broken
  • when your beachhead tanks need reinforcement advantage

Using SCOP too early weakens its economic swing value.

Mission End

Once Lash loses:

  • battleship
  • submarine
  • rocket
  • shore tank line

The mission collapses quickly.

Advance inland:

  1. Finish surviving defenders.
  2. Protect infantry from unnecessary losses.
  3. Complete cleanup near HQ zone.

Playthrough Note:
A clean execution earns a 300 point S Rank. The mission is largely decided by the first three naval turns, so precise opening sequencing matters most here.

Mission 7: Fog Rolls In

Objective:
Capture the HQ OR destroy all enemy units

Recommended CO Setup:
Jake (fixed)

Why This CO:
Jake is well suited here because this mission emphasizes balanced ground combat under fog conditions, where steady tank pressure and efficient direct trades are more important than specialized CO gimmicks.

Map Notes:

  • First major fog of war mission in Dual Strike
  • Enemy hidden units must be revealed before they can be safely targeted
  • Koal uses concealed artillery, transports, and ambush positioning
  • Vision control matters more than raw damage output

General Strategy:
Advance carefully, reveal Black Hole’s hidden artillery positions before committing expensive units, and eliminate Koal’s direct combat threats first. Once his tank force is broken, the rest of the mission becomes controlled fog cleanup.

This mission is about scouting discipline, not speed rushing.

Opening Plan

Day 1:

  1. Move infantry east to reveal Koal’s hidden artillery.
  2. Use recon and battle copter to destroy that artillery immediately.
  3. Advance indirect units up the road as far as safely possible.
  4. Move tanks and anti-air behind your advancing screen.
  5. Load your mech into the APC.
  6. Send APC northeast to begin central advance.

Day 2:

  1. Use battle copter to attack the Black Hole tank from the east.
  2. Move rocket into forest cover for protected firing range.
  3. Reveal and destroy any surviving hidden artillery.
  4. Advance recon north to expand sightlines.
  5. Keep APC just behind your rocket.

The first two turns are about neutralizing hidden artillery safely.

Fog Vision Control

In fog maps:

  • recons are your most important scouts
  • forests hide enemy artillery well
  • APC positioning helps maintain safe mech deployment
  • never move tanks blindly into unrevealed terrain

Always scout first, attack second.

A hidden artillery hit is often more damaging than losing tempo for one turn.

Midgame Priorities

After the opening artillery is cleared:

  1. Destroy Koal’s remaining tank units first
  2. Eliminate APCs and landers after direct threats are gone
  3. Continue clearing hidden infantry from capture routes

Priority target order:

  1. Tanks
  2. Artillery
  3. APCs
  4. Landers
  5. Infantry

Once Koal loses his tank, his offensive pressure collapses sharply.

Enemy Threat Warnings

Hidden artillery:
Koal’s artillery is the mission’s biggest danger.

They are often:

  • concealed in forests
  • positioned behind revealed bait units
  • protected by fog ambiguity

Do not expose anti-air or tanks until recon confirms safe approach lanes.

Transport Ambush Notes

Koal hides transports in reefs and fogged coastlines.

Important:

  • landers in reefs are easy to miss
  • hidden APCs can extend enemy infantry reach
  • destroy transports before they unload if possible

Revealed transports are usually low threat, but hidden ones can swing tempo.

Battle Copter Role

Your battle copter is critical for:

  • early artillery removal
  • reaching hidden rear targets
  • punishing tanks revealed by recon

Avoid sending it too deep alone into fog unless recon has already cleared the area.

Mission End

After Day 4:

  • Koal’s major armored threats should be gone
  • only damaged artillery, transports, and infantry remain

From there:

  1. Finish exposed artillery first.
  2. Destroy landers in reefs.
  3. Mop up transports and final infantry.

The final turns are usually safe cleanup if fog scouting remains disciplined.

Playthrough Note:
This mission becomes much easier once Koal’s last tank is removed. Fog maps are won by information advantage, and this mission teaches that lesson directly.

Mission 8: Tag Battle

Objective:
Capture the HQ OR destroy all enemy units

Recommended CO Setup:
Max (fixed)

Why This CO:
Max is required here and works well because this mission emphasizes direct tank combat, rapid property expansion, and strong frontline pressure. His boosted direct units help break Black Hole’s defenses once your economy develops.

Map Notes:

  • First mission centered around Tag mechanics
  • Introduces Piperunners as enemy special units
  • Strong expansion economy map with many neutral properties
  • Early property captures determine long-term tempo
  • Dual-front production pacing becomes more important here

General Strategy:
Destroy the Piperunner quickly, expand across the map through aggressive base captures, then overwhelm Black Hole by outproducing them on both fronts.

This mission is won economically before it is won militarily.

Opening Plan

Day 1:

  1. Build two infantry immediately.

Day 2:

  1. Send western infantry northeast to capture the neutral city.
  2. Move eastern infantry east toward expansion lane.
  3. Build tank from western base.
  4. Build infantry from eastern base.

Day 3:

  1. Begin capturing southeastern neutral base.
  2. Advance tank south toward Piperunner lane.
  3. Keep infantry spreading toward all nearby neutral properties.
  4. Build APC support.

The first objective is rapid property expansion while preparing to remove the Piperunner safely.

Piperunner Priority

The Piperunner must be eliminated early.

Why:

  • it controls the central pipe corridor
  • it restricts safe tank movement
  • delaying its removal slows your expansion badly

By Day 4–5:

  • move your tank into forest attack range
  • destroy the Piperunner as soon as possible

Once it falls, the center lane opens dramatically.

Expansion Priorities

Your early capture order should emphasize:

  1. Nearby neutral bases
  2. Airport access
  3. Central pipe-side base
  4. Remaining cities

Important:
Every extra base captured before Day 8 creates long-term production advantage.

This mission heavily rewards aggressive economic tempo.

Midgame Priorities

After Piperunner removal:

  • capture the airport immediately
  • begin tank pressure on western lane
  • develop battle copters on eastern lane
  • continue filling unused bases with infantry

Priority target order:

  1. Enemy tanks
  2. Anti-Air
  3. Infantry on contested bases
  4. Remaining support units

By midgame, your unit count should exceed Black Hole’s significantly.

Tag Mechanics Lesson

This mission introduces the practical value of Tag pressure:

  • stronger economy enables better Tag turns later
  • having more active units makes CO swaps more decisive
  • property control multiplies Tag momentum

Even before using Tag Power directly, this mission teaches how Tag systems reward production superiority.

Enemy Threat Warnings

Black Hole’s main danger is not early combat strength. It is losing track of their production lanes.

Watch for:

  • tanks emerging from western base
  • counterattacks from eastern base once airport is threatened
  • late Tag activation around Day 10–11

If you block their bases early, their Tag threat becomes much weaker.

Base Blocking Strategy

By around Day 10:

  • place tanks on or adjacent to Black Hole’s western base
  • deny western production first
  • then pressure eastern base next

Base denial is often stronger than direct combat here.

If both enemy bases are blocked, the mission is effectively decided.

Mission End

Once:

  • airport is secured
  • Piperunner is gone
  • both enemy bases are pressured

Black Hole cannot keep up economically.

Finish by:

  1. Advancing tanks through west lane.
  2. Sending battle copters down east side.
  3. Eliminating remaining defenders.

Playthrough Note:
Even if Black Hole activates Tag Power late, their low surviving unit count makes it largely harmless if your expansion phase was executed correctly.

Mission 9: Victory or Death!

Objective:
Destroy the Black Crystal

Recommended CO Setup:
Jake / Max

Why These COs:
Jake should lead first because he controls the bottom screen, where early property capture and anti-air timing matter most. Max is the stronger closer, since his boosted direct firepower makes the final crystal strike far more efficient once the battlefield has been stabilized.

Map Notes:

  • First major dual-screen split battle mission
  • Air unit transfer between fronts is essential
  • The Black Crystal is the true objective, not full elimination
  • Black Ark support and air threats create timing pressure
  • Bottom front controls the bomber setup needed for final crystal kill

General Strategy:
Stabilize the bottom screen first, transfer most air units upward early, destroy the Black Ark safely, then set up a bomber strike on the Black Crystal using a Jake-to-Max Tag finish.

This mission is about sequencing, not brute-force elimination.

Opening Plan

Day 1:

  1. Send all air units except the fighter near HQ to the top screen.
  2. Move bottom mech east toward expansion lane.
  3. Begin city captures with infantry immediately.
  4. Advance tank east toward recon engagement.

Day 2:

  1. Finish all nearby captures.
  2. Continue mech capture progression.
  3. Use tank to damage enemy recon.
  4. Move fighter east toward future air defense role.

The early turns are about property setup and establishing air superiority on the upper screen.

Top Screen Priorities

Your transferred air units should:

  • establish control over enemy air threats quickly
  • protect vulnerable support units
  • avoid unnecessary damage before Black Ark engagement

Priority target order:

  1. Battle Copters
  2. Anti-Air threats
  3. Supporting enemy aircraft

Winning the air war early makes the rest of the mission much easier.

Bottom Screen Priorities

On the lower screen:

  • continue capturing all nearby properties
  • build anti-air at the bottom base early
  • eliminate southern enemy battle copter quickly
  • prepare bomber production timing carefully

The bottom screen determines whether your crystal strike finishes on schedule.

Black Ark Timing

Destroying the Black Ark is the mission pivot point.

Before engaging:

  • ensure fighter cover is active
  • keep bomber outside anti-air and fighter range
  • do not expose bomber too early

Once Black Ark falls:

  • Max should be close to full power meter
  • prepare immediate Tag sequence setup

Bomber Crystal Strike Setup

The safest finishing sequence is:

  1. Build bomber.
  2. Move bomber within striking distance of Black Crystal.
  3. Avoid entering anti-air, fighter, or Black Ark range prematurely.
  4. Fill Max’s power meter fully.
  5. Swap back to Jake before activating Tag.

Then:

  • Jake moves bomber into attack position
  • Max follows with boosted finishing strike

This guarantees reliable crystal destruction.

Enemy Threat Warnings

Major threats:

  • southern battle copters killing exposed mechs
  • anti-air zones around crystal approach
  • enemy fighters intercepting bomber route

Do not rush the bomber before airspace is safe.

Tag Power Timing

This is one of the first missions where Tag sequencing truly matters.

Best timing:

  • after Black Ark is destroyed
  • once bomber is in safe striking distance
  • when Max’s meter is full

Using Tag too early weakens the crystal kill setup.

Mission End

Once the Black Ark is destroyed and bomber is positioned:

  1. Trigger Tag with Jake first.
  2. Move bomber into final attack range.
  3. Switch to Max.
  4. Use Max’s boosted firepower to destroy the Black Crystal.

This ends the mission immediately regardless of remaining enemy units.

Playthrough Note:
A clean crystal-focused route can finish in about 9 days with a perfect 300 point S Rank if the bomber timing is executed correctly.

Mission 10: Black Boats Ahoy!

Objective:
Capture the HQ OR destroy all enemy units

Recommended CO Setup:
Max / Jake

Why These COs:
Max should lead first because the opening phase requires strong direct combat against Kindle’s artillery line and island defenders. Jake is an excellent partner once the frontline expands, since his balanced direct combat helps sustain pressure across the island assault.

Map Notes:

  • Introduces Black Boats for the first time
  • Island invasion mission with mixed land and naval combat
  • Kindle controls a fortified island HQ position
  • Early naval dominance determines invasion safety
  • Capturing the lab city unlocks Black Boat schematics

General Strategy:
Destroy Kindle’s navy first, establish safe naval control, then land your mech assault force on the HQ island while your main army pushes across the western front. Once the island artillery is removed, Kindle’s position collapses quickly.

This mission is won by naval sequencing before land combat begins.

Opening Plan

Day 1:

  1. Move recon east and attack Kindle’s artillery.
  2. Load mech into APC.
  3. Load APC onto lander.
  4. Move lander north into invasion route.
  5. Dive submarine east immediately.
  6. Advance both tanks east.
  7. Push anti-air and artillery east behind them.
  8. Move infantry toward early property captures.

The opening objective is to prepare your island landing while beginning naval pressure immediately.

Naval Priorities

Your submarine should follow this kill order:

  1. First Black Boat
  2. Battleship
  3. Second Black Boat

Why:

  • Black Boats extend Kindle’s naval sustain
  • Battleship threatens your invasion route
  • Removing naval support makes the island much safer

If Kindle keeps her battleship too long, your lander route becomes dangerous.

Black Boat Mechanics

Black Boats are hybrid support ships:

  • carry two infantry-class units
  • repair adjacent units
  • resupply nearby units

They are weak in combat but strategically powerful.

This mission teaches: Black Boats are high-value naval support targets and should often be destroyed before less dangerous combat ships.

Island Landing Operation

When your lander reaches the HQ island:

  1. Unload APC first.
  2. Move APC forward.
  3. Drop mech directly beside Kindle’s artillery position.

Important:
Kindle’s artillery cannot attack the mech safely if the APC blocks properly.

This creates a protected artillery kill setup on the next turn.

Midgame Priorities

After landing begins:

  • eliminate island artillery first
  • secure the lab city quickly
  • continue western front advance with tanks
  • avoid attacking Kindle from city defense tiles when possible

Priority target order:

  1. Island artillery
  2. Battleship remnants
  3. Tanks on defensive cities
  4. Infantry blocking HQ approach

Kindle Threat Warnings

Kindle’s city bonuses are dangerous.

Never attack her units recklessly when they are:

  • sitting on cities
  • clustered around urban defense tiles

Her boosted city combat makes bad trades much more punishing than normal.

Also: If Kindle is near CO Power, move units off cities whenever possible.

Western Front Role

While the island force advances:

  • your western army should keep steady pressure forward
  • tanks should clear frontline blockers
  • artillery should support from behind safe lanes

The western front exists to stretch Kindle’s defenses so the island landing can break through more easily.

Lab Capture Importance

Capturing the first neutral city on the island gives: Black Boat map data.

This is worth prioritizing early because:

  • it unlocks the unit permanently
  • it is on your natural invasion route anyway

Always secure this before overextending toward HQ.

Mission End

Once:

  • Kindle’s navy is destroyed
  • island artillery is gone
  • mech and APC secure the HQ island

The mission swings decisively in your favor.

Finish by:

  1. Clearing remaining island defenders.
  2. Advancing tanks inland.
  3. Capturing HQ or eliminating survivors.

Playthrough Note:
This mission becomes straightforward once Kindle loses naval control. The first submarine attack sequence is the most important part of the entire map.

Mission 11: Omega Land Lab Assault

Objective:
Capture the Lab OR destroy all enemy units

Recommended CO Setup:
Orange Star: Rachel / Max
Blue Moon: Sasha / Colin

Why These COs:
Rachel is the strongest lead choice for Orange Star because her repair bonus helps preserve damaged indirect units, which are critical in this fog-of-war map. Max gives stronger direct combat support later once the frontline closes.

For Blue Moon, Colin’s cheap unit production helps reinforce the southwest push, while Sasha provides strong long-term economy and a useful tag partner later.

Map Notes:

  • Fog of war is active throughout the mission
  • Orange Star cannot build new units early
  • Blue Moon can reinforce from its southwest base network
  • Capturing the lab immediately ends the mission
  • Black Boats appear for the first time here and can repair nearby units

General Strategy:
This mission is split into two coordinated fronts:

  1. Orange Star must hold the central choke points while advancing a small squad northeast toward the lab.
  2. Blue Moon applies heavy pressure from the southwest, gradually ferrying reinforcements onto the eastern island and mainland.

Orange Star is fragile early because every artillery and rocket unit matters. Do not trade indirect units unnecessarily.

Day 1: Orange Star Opening

  1. Use the left artillery to destroy the Black Boat immediately.
  2. Fire the right rocket at the submerged sub.
  3. Move infantry and mech northeast toward the neutral bases.
  4. Use the eastern tank to damage the revealed Black Boat after advancing vision.
  5. Move recon units carefully into fog to reveal hidden enemy positions.
  6. If possible, target Neo Tanks with rockets whenever safe.

Key Rule:
Preserve every Orange Star artillery and rocket whenever possible.

Day 1: Blue Moon Opening

  1. Use both battleships to strike the Neo Tank and medium tank.
  2. Move cruiser northwest.
  3. Advance sub and dive immediately.
  4. Begin capturing neutral cities with infantry.
  5. Build two infantry from bases.

Blue Moon’s job is long-term reinforcement, not immediate breakthrough.

Midgame Priorities

Orange Star:

  • Hold the central choke route
  • Use APCs as blockers when needed
  • Keep rockets on protected terrain when possible
  • Push infantry steadily toward northeast bases

Blue Moon:

  • Capture the southeast airport as early as possible
  • Begin producing Battle Copters once airport is secured
  • Use landers continuously to ferry tanks and infantry forward
  • Keep battleships targeting expensive enemy units first

Priority target order:

  1. Neo Tanks
  2. Medium Tanks
  3. Cruisers
  4. Black Boats
  5. Artillery

Enemy Tag Power Warning

Black Hole can trigger Tag Power early in this mission.

This gives them:

  • two consecutive turns
  • sudden breakthrough pressure
  • unexpected armor swings

When enemy meter is near full:
Pull fragile units out of exposed positions before ending turn.

Choke Point Control

Orange Star only has one main land route the enemy can push through.

Use this to your advantage:

  • stack artillery behind tanks
  • rotate damaged blockers backward
  • deny direct access to rockets

This choke point is the key defensive advantage of the mission.

Rachel Tag Power Timing

Save your Tag Power until:

  • enemy armor clusters are weakened
  • your artillery can reposition for second-turn pressure

Rachel’s Missile Strike is especially strong here because:

  • it deals 3 HP fixed damage
  • it cripples weakened Neo Tanks instantly
  • it softens clustered units before Max attacks

Ideal timing:
Use Rachel Tag Power once Black Hole’s frontline is already damaged but before their remaining Neo Tanks can regroup.

Endgame Cleanup

By Days 7–9:

  • Orange Star should control the northeast approach
  • Blue Moon should dominate southeast waters
  • Battle Copters should be reinforcing rapidly

Continue advancing infantry toward the lab while clearing remaining defenders.

Important:
A final Black Boat may hide in reef terrain southeast of HQ. Reveal reefs before assuming all enemy units are destroyed.

Mission End

The fastest clean finish is usually lab capture rather than full elimination.

Capture the lab once:

  • northeast defenders are cleared
  • infantry reaches capture range safely

S-Rank Notes:
A perfect 300-point S Rank is achievable here:

  • 100 Speed
  • 100 Power
  • 100 Technique

To preserve perfect score:

  • minimize Orange Star unit losses
  • avoid sacrificing indirect units
  • keep pressure constant on Neo Tanks early

Mission 12: Lightning Strikes

Objective:
Capture the HQ OR destroy all enemy units

Recommended CO Setup:
Orange Star: Rachel / Colin

Why These COs:
Rachel is a strong lead choice here because her missiles provide fixed damage that helps swing clustered engagements on either front. Colin is a strong partner because his cheap unit production makes it easier to keep building infantry and anti-air while reinforcing both maps.

A workable alternative is Rachel / Max, but Colin is generally more useful here because the bottom screen benefits heavily from sustained production.

Map Notes:

  • This is a dual screen mission
  • The bottom screen is the main front against Grimm
  • The top screen is the secondary front against Sensei
  • Auto CO can be turned off in Intel to allow manual control of both fronts
  • Ground units built on the bottom screen can be sent to the top screen
  • Six missile silos are located on the northern island of the bottom screen
  • Missile silos deal fixed 3 HP damage in a large area
  • Losing the top front does not fail the mission, but winning it is very helpful

General Strategy:
This mission is split into two connected fronts:

  1. Bottom screen: Secure the northern missile island, keep firing silos into Grimm’s best unit clusters, and build enough infantry to capture key northern properties.
  2. Top screen: Survive Sensei’s early air pressure by repeatedly sending anti-air units upward until you gain control of the sky.

The mission becomes much easier once the top screen is stabilized, because that lets you finish the secondary front and convert that advantage into a strong cleanup on the main map.

Day 1: Bottom Screen Opening

  1. Turn off Auto CO in Intel immediately.
  2. Send your starting anti-air from the HQ to the top screen.
  3. Build infantry from the western base.
  4. Build another anti-air from the second base.
  5. Move your mech northwest toward the northern missile island.

Key Rule:
Reaching the northern island and controlling its silos matters more than early direct fighting on the bottom screen.

Day 1: Top Screen Opening

  1. Move the transferred anti-air as far northeast as possible.
  2. Advance your other units slightly, but do not overextend into battle copter range.
  3. Use the APC to help move slower units forward.
  4. Accept that this front begins defensively, not offensively.

The top screen is initially about survival and attrition, not breakthrough.

Midgame Priorities

Bottom screen:

  • Keep building infantry almost every turn
  • Capture cities and the north middle base as early as possible
  • Fire missiles into expensive clustered targets
  • Send additional anti-air units to the top screen
  • Hold the river line and punish units crossing from Grimm’s side

Top screen:

  • Preserve anti-air units at all costs
  • Fight from cities whenever possible for healing and defense
  • Let lower value units absorb pressure when needed
  • Reduce Sensei’s battle copters before trying to advance

Priority target order for missile strikes:

  1. Tanks
  2. Artillery
  3. Recons
  4. Infantry or mechs only if they complete a strong cluster hit

Missile Silo Control

The missile silos are the most important special mechanic on the bottom screen.

Use them to:

  • soften expensive enemy units before direct engagements
  • reduce pressure at the river crossings
  • support your push toward the northern base network

Important:
Do not waste silo shots on low-value targets unless they also hit stronger units in the blast radius.

Top Screen Air War

Sensei’s battle copters are the defining threat on the secondary front.

To handle them:

  • keep anti-air units healthy whenever possible
  • use cities for healing
  • avoid letting tanks take unnecessary copter hits
  • use recons, APCs, or damaged units as safer bait when needed

Once a second and third anti-air arrive from the bottom screen, the matchup becomes much more manageable.

Property Control and Production Shift

Once you capture the north middle base on the bottom screen:

  • start producing tanks there when needed
  • continue infantry production for captures and score stability
  • build a battle copter from the northwest airport when practical

After this point, your production becomes much more flexible and Grimm’s side becomes easier to pressure from multiple angles.

CO Power Timing

Rachel’s power is strongest when enemy units are already clustered or partially damaged.

Good uses include:

  • softening armor before a river crossing
  • setting up anti-air wins on the top screen
  • weakening Grimm’s surviving frontline before the final push

Do not rush power use just because the meter is full. Use it when it converts into immediate tempo or multiple favorable trades.

Secondary Front Win Condition

The top screen usually remains defensive for most of the mission.

Your goal is simply to outlast and reduce Sensei’s force until:

  • his battle copters are mostly gone
  • your anti-air units can move freely
  • your remaining ground units can safely finish cleanup

Once this front is won, the mission swings heavily in your favor.

Tag Power Conversion

After winning the secondary front, you can use Tag Power pressure to collapse the main front more quickly.

Rachel is especially strong here because:

  • her missiles soften the remaining mechanized units
  • they help remove anti-air protection
  • they open the way for your own battle copters and tanks to finish cleanup

This is the point where the mission usually shifts from controlled attrition into a decisive final advance.

Endgame Cleanup

As Grimm weakens:

  • keep building infantry
  • move tanks and battle copters north and east aggressively
  • block the northeast airport if possible
  • keep firing remaining silos into whatever strong units are left

Once enemy anti-air is gone, your battle copters become much harder to stop.

At that point, the mission is usually decided.

Mission End

This mission often ends by full elimination rather than HQ capture.

You should be in winning position once:

  • the top screen has been cleared
  • the missile island is under your control
  • the north middle base is captured
  • Grimm’s remaining anti-air and armor are broken

From there, continue pushing forward and remove the last surviving units.

Mission 13: Frozen

Objective:
Capture the HQ OR destroy all enemy units

Recommended CO Setup:
Northwest Front: Colin / Rachel
Southeast Front: Sensei / Max

Why These COs:
Colin is excellent on the northwest front because his cheap infantry and tanks let you flood the map early, secure properties, and contest bases before Black Hole can consolidate. Rachel is a strong partner because her power works well on clustered ground units and narrow choke points.

On the southeast front, Sensei is stronger once infantry and battle copters are in play. Max is also a solid partner because direct combat matters heavily on this map, but Sensei gains more value once the airport is secured and copter production begins.

Map Notes:

  • Snow is active and sharply reduces movement off roads
  • This is a two front war with Black Hole in the center
  • Orange Star begins on the northwest side
  • Blue Moon begins on the southeast side
  • Black Hole starts with strong central property control
  • Com Towers appear here for the first time
  • Com Tower bonuses only apply to the army that owns them
  • There are no naval concerns on this map
  • The southeast side has an airport and can support battle copter play
  • Orange Star must eventually cross the river to pressure Black Hole’s side

General Strategy:
This mission is won by steady property control, disciplined infantry spam, and a gradual two front squeeze.

  1. Northwest front: Use Colin’s cheap production to build infantry every turn, secure nearby properties, contest bases across the river, and transition into tanks once your economy stabilizes.
  2. Southeast front: Capture the airport, bring battle copters into play, and use them with tanks and infantry to pressure Black Hole’s stronger units efficiently.

The key is not rushing recklessly through the snow. Movement is slower here, so the mission rewards early captures, efficient production, and controlled advancement.

Day 1: Northwest Front Opening

  1. Build three infantry immediately.
  2. Start spreading toward nearby cities and the contested bases.
  3. Prioritize early capture flow over aggressive combat.

Because Colin is leading, early infantry spam is especially efficient here.

Day 1: Southeast Front Opening

  1. Build two infantry.
  2. Begin capturing nearby cities.
  3. Start positioning one infantry toward the airport area.

The southeast side develops more slowly at first, but it becomes the more important combat front once battle copters enter play.

Early Capture Priorities

Northwest front:

  • Capture nearby cities first
  • Contest the base Black Hole wants near the river
  • Move toward the Com Towers as soon as practical

Southeast front:

  • Capture the nearby cities
  • Redirect infantry to secure the airport
  • Move toward the neutral base above your starting area

The airport matters more than a nearby city once the opening settles, because it unlocks the strongest mobility option on this map.

Production Plan

Northwest front:

  • Build infantry every turn early
  • Add tanks once Colin’s economy starts rolling
  • Keep using cheap infantry to fill space, capture, and improve technique

Southeast front:

  • Build infantry early
  • Add a tank once frontline contact begins
  • Build battle copters after securing the airport

This mission strongly rewards constant production, especially from Colin’s side.

Com Tower Control

Com Towers are one of the defining mechanics of this map.

Use infantry to capture them as soon as practical because:

  • they increase firepower
  • they improve your trades across both fronts
  • Black Hole begins with a tower advantage you want to reduce

Do not overextend fragile infantry just to grab a tower early, but do keep moving toward them consistently.

River Crossing and Choke Control

On the northwest front, the main transition point is the river crossing.

Plan for it this way:

  • keep infantry capturing behind the line
  • move tanks forward first when crossing
  • deny Black Hole’s infantry from capturing contested bases
  • avoid feeding units into artillery range blindly

Once you gain a foothold across the river, Black Hole’s central position becomes much easier to break down.

Southeast Airport Timing

The southeast airport is critical.

After nearby cities are started, redirect the closer infantry to capture the airport instead of finishing a less important city first.

Once the airport is secured:

  • build battle copters
  • force Black Hole to respect anti-air production
  • use copters to pressure tanks and weakened ground units

This is one of the biggest turning points in the mission.

CO Switching Logic

On the northwest side:
Start with Colin for production efficiency, then switch toward stronger combat pressure once tanks are active and direct engagements matter more.

On the southeast side:
Sensei becomes more valuable once infantry and battle copters are active.

That means the best timing is often:

  • open with standard capture flow
  • secure the airport
  • bring battle copters online
  • shift emphasis back toward Sensei

Midgame Priorities

Northwest front:

  • keep building infantry every turn
  • add tanks whenever funds allow
  • capture Com Towers
  • cross the river with tanks first
  • deny enemy base captures

Southeast front:

  • secure the neutral base above your start
  • use battle copters against tanks and mechanized units
  • keep infantry moving on properties
  • reinforce with tanks from the ground bases

The mission usually stabilizes once you have both Com Tower progress and active battle copter pressure.

Enemy Threat Warnings

Watch for artillery ranges carefully.

A good rule here is:
Hover over enemy artillery and check attack range before ending turn.

Because movement is restricted by snow, getting caught by artillery is even more costly than usual.

Also note:

  • Black Hole can still pressure weak infantry effectively
  • recons can punish exposed infantry in the midgame
  • tanks with Com Tower support trade better than expected
  • Koal’s Urban Blight damages units on properties, so damaged units sitting on bases or cities are not fully safe from power damage

Fuel and Snow Management

Snow increases fuel strain and slows your advance.

This matters most for tanks:

  • tanks lose tempo faster on snow maps
  • long marches can reduce mobility before combat even begins
  • APC support becomes more useful than usual

If a tank is starting to bog down, keep it advancing with purpose rather than wasting turns on low-value repositioning.

Unit Preservation and Merging

Merging damaged infantry is useful here.

Reasons:

  • it preserves technique more efficiently
  • it prevents multiple weak infantry from being picked off
  • it keeps your army compact while still maintaining capture pressure

Infantry can also still finish weakened recons or tanks in the right situations, so do not assume low-HP infantry are useless.

Target Priority

In general, focus on the most dangerous and cost-efficient enemy units first.

Usual order:

  1. Tanks that still threaten your front
  2. Artillery covering key lanes
  3. Recons harassing infantry
  4. Capturing infantry on important properties

One important adjustment:
If a tank is already heavily weakened but a recon is still healthy and actively threatening your infantry, it can be correct to hit the recon first.

Endgame Cleanup

By the late mission:

  • Black Hole should be short on strong frontline units
  • your northwest side should be established across the river
  • your southeast side should have battle copters and tanks pushing forward
  • Com Towers should be mostly under your control

At that point, continue building infantry, keep moving tanks forward, and use battle copters to remove the last mobile resistance.

Once Black Hole is reduced to scattered infantry and a few damaged units, the map is essentially won.

Mission End

This mission usually ends by full elimination after Black Hole’s center collapses.

You should be in winning position once:

  • the airport is secured
  • battle copters are active
  • the river crossing is established
  • Com Towers are no longer favoring Black Hole
  • enemy tanks and artillery have been reduced

From there, keep advancing and remove the remaining survivors.

Mission 14: Verdant Hills

Objective:
Capture the HQ OR destroy all enemy units within 15 days

Recommended CO Setup:
Orange Star: Colin / Max
Blue Moon: Sensei / Rachel

Why These COs:
Colin is the best starting choice for Orange Star because this side needs cheap early production and fast tank deployment. Once enough tanks are on the field, Max becomes the stronger combat closer for direct engagements.

Blue Moon cannot build immediately, so it begins as a support front built around indirect fire, vision control, and terrain use. Sensei is valuable because Blue Moon starts with many mechs and can later threaten the HQ with strong infantry pressure. Rachel is a solid partner because her missiles are strong on a dense ground map if the battle drags on.

Map Notes:

  • This is a snow map, so off-road movement is heavily reduced
  • Green Earth starts in the middle with Jess and Javier
  • A prototype Mega Tank appears here for the first time
  • Mega Tanks hit harder than other tanks but only move 4 spaces
  • Orange Star begins in the north with limited starting production
  • Blue Moon surrounds Green Earth from the east and west
  • Blue Moon starts with a large support force but little immediate production
  • Mountains and forests are critical for vision and defensive positioning
  • Comm Towers are important because Javier scales well with them
  • Green Earth begins with strong armor and indirect pressure
  • You must win within 15 days

General Strategy:
This mission is about surviving the early armored push, using Blue Moon’s indirects to chip down Green Earth’s strongest units, and then turning the map once their center weakens.

  1. Orange Star: Build cheap infantry and tanks early, hold the northern choke, and avoid getting overrun while your economy comes online.
  2. Blue Moon: Use rockets, artillery, mechs, forests, and mountains to inflict repeated chip damage without exposing key units unnecessarily.

The mission swings once Green Earth’s medium tanks, anti-air units, and Mega Tank are softened enough for your two fronts to advance together.

Day 1: Orange Star Opening

  1. Build two infantry immediately.
  2. Move the tank downward toward the main approach.
  3. Move the recon into forest cover for safer vision.
  4. Start your infantry toward nearby cities.

Orange Star is fragile early, so do not overextend just to trade damage.

Day 1: Blue Moon Opening

  1. Use rockets and artillery to hit the strongest targets in range.
  2. Prioritize the medium tank and anti-air when possible.
  3. Move mechs into mountains or forests for vision without exposing them.
  4. Move APCs up so your indirects can be resupplied later.
  5. Use recon movement carefully to reveal hidden artillery and armor.

Blue Moon’s first job is not breakthrough. It is controlled chip damage.

Early Threat Assessment

Green Earth starts with a very dangerous ground force, including:

  • multiple tanks
  • anti-air units
  • artillery
  • a medium tank
  • a prototype Mega Tank

Because of fog and terrain, some enemy units are hidden early.

Do not assume the visible unit count is the full army. Scout carefully before committing tanks or indirects forward.

Target Priority

In the early and midgame, focus on the strongest and most expensive units first.

Priority order:

  1. Mega Tank
  2. Medium Tanks
  3. Anti-Air
  4. Artillery
  5. Recons
  6. Mechs and infantry when they threaten captures or choke points

Blue Moon’s indirects should almost always be trading into expensive units.

Orange Star Economy Plan

Open with Colin to maximize early value:

  • build infantry for captures
  • add tanks as soon as funds allow
  • keep production flowing every turn

Once enough tanks are active, switch toward Max for stronger direct combat.

Orange Star does not need flashy plays here. It needs to survive, build, and create enough tank mass to punish overextension.

Blue Moon Positioning Rules

Blue Moon wins its early phase through terrain discipline.

Use:

  • mountains for mech vision
  • forests for safer scouting
  • APCs for resupply and occasional blocking
  • rockets and artillery from protected ranges

Do not reveal mechs too early if doing so lets Green Earth remove them for free.

The support line matters more than one extra low-value attack.

Choke Point Defense

The northern approach can be held surprisingly well if you block it correctly.

Key ideas:

  • use tanks to block the main lane
  • force Green Earth to bunch up behind choke points
  • keep indirects positioned behind blockers
  • retreat damaged indirects before enemy armor can reach them

A single tank placed correctly can buy an entire extra turn.

Comm Tower Pressure

Comm Towers matter more here than on a normal test battle because Javier scales especially well with them.

If you can spare the tempo, start contesting and capturing Towers with Blue Moon mechs once the front stabilizes.

This helps in two ways:

  • it weakens Javier’s army
  • it strengthens your own trades

One missed opportunity in this run was delaying early Tower capture on Blue Moon’s side. Taking them earlier would make the mission cleaner.

HQ Threat and Mech Utility

Blue Moon mechs are not just vision units here.

They can also:

  • pressure side properties
  • contest bases
  • threaten HQ capture routes
  • act as buffers in front of tanks and indirects

Sensei is especially useful once mech pressure becomes relevant, since even a single surviving mech near HQ can force awkward enemy responses.

Enemy Tag Power Warning

Green Earth can trigger Tag Power here.

When Green Flash is active:

  • they get consecutive turns
  • your exposed blockers can collapse quickly
  • fragile indirects become much easier to pick off

Before enemy meter fills, make sure:

  • tanks are not overcommitted
  • rockets are outside breakthrough range
  • wounded units are not sitting where a second turn kills them easily

Surviving Green Flash is one of the mission’s key turning points.

Midgame Pivot

Once Green Earth starts to thin out:

Orange Star should:

  • keep producing tanks and infantry
  • move tanks into punish positions
  • trade into weakened armor efficiently

Blue Moon should:

  • continue indirect fire
  • move artillery and rockets north as the line shifts
  • capture available Towers and bases
  • begin converting from chip damage into forward pressure

This is the phase where the mission stops being a pure hold and becomes a push.

Mega Tank Handling

The Mega Tank is powerful, but it has one important weakness: it is slow.

That means you can:

  • chip it repeatedly with indirects
  • bait it into bad lanes
  • surround its advance with cheaper units
  • finish it only after it has already been worn down

Do not rush direct trades into a healthy Mega Tank unless forced. It is usually better to bleed it first.

Production Shift and Cleanup

As the anti-air threat is reduced:

  • Blue Moon can safely expand production options
  • battle copters become much more attractive if airport control is available
  • artillery can anchor the center while tanks move in for finishing blows

Continue building every turn where possible. Even late production helps maintain pressure and protects technique.

Infantry are also useful as buffers so your tanks can get favorable second hits.

Endgame Cleanup

By the late mission:

  • the Mega Tank should be gone
  • Green Earth’s anti-air should be reduced
  • Blue Moon should be advancing from the sides
  • Orange Star should have enough tanks to strike back directly

At that point:

  • keep artillery covering remaining armor
  • use tanks to finish exposed units
  • keep the HQ under capture pressure
  • do not waste time hunting irrelevant corners if HQ capture is open

Mission End

You are in winning position once:

  • Green Flash has been survived
  • the Mega Tank is destroyed
  • Javier’s Tower advantage is reduced
  • Blue Moon’s support line is intact
  • Orange Star has enough tanks to stop merely defending and start trading back

From there, keep pressing toward HQ while removing any unit that can still break the capture.