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Advance Wars: Days of Ruin

Intel Center

We here at Advance Wars are always spading and researching to discover new and better tactics to beating the game. This page has information for newcomers and veterans alike. Check back often to see the latest info and strategies!

Some sections are still under construction. If you would like to contribute to the Intel Center, both to pages under construction or already complete, contact Kpx107 or Roma_emu on the forums or via e-mail.

Jump to: Basic Intel | General Strategies | Medals Guide | Scoring


Basic Intel

Unit Levels

In AWDoR, units can level up, enhancing their fighting abilities. There are four levels: 0 (Zero), I, II, and V (Veteran). A unit gains one level for every enemy unit it finishes off. It doesn't have to be a one-hit kill to level up, nor does your unit have to be the attacking unit. If you use multiple units to eliminate an enemy, the one that deals the final blow gets the level upgrade. Once a unit has achieved Vet status, it can no longer level up. CO Units (explained below) recieve an instant upgrade to Vet.

Attack and Defense Boost by Level
Unit Level Attack Up Defense Up
Zero No Bonus No Bonus
I +5% No Bonus
II +10% No Bonus
Veteran +20% +20%

CO Basics

COs in AWDoR generally must be in the field of battle to have an effect on their units. At the start of any base-located unit's turn, you can choose to assign your CO to that unit, giving it an instant Vet level, at the cost of half the unit's value. COs have an area of effect known as a CO Zone surrounding the unit that they are riding with on the field. CO Zones have a base range that varies from CO to CO. All units in this area are given a small boost of +10% attack power and +10% defensive power (+10/+10). There may also be additional boosts on top of the default +10/+10 boost, which also varies from CO to CO - each star equals +10% in its respective field. For example, Will's CO Zone has a base range of 2, and his CO Effect is a two-star boost to direct-attack ground unit attack power. This means that units up to 2 squares away from Will's CO Unit will receive the default +10/+10 boost. On top of that, they will receive an additional boost of +20% attack power (+10% per star) if they are direct-attack ground units, for a total boost of +30/+10.

Most COs also have a CO Power. When activated, the CO Power extends the CO Zone to the whole battlefield, and in addition to the day-to-day bonuses, units gain extra effects that vary from CO to CO, and can be anything from a defensive boost for air units to a change in the weather. CO Powers can be used only after you have completely filled your Power Meter. To fill the Power Meter, units in your CO Zone must destroy or damage enemy units: each bar is filled for every 5HP of damage dealt. Counterattacking units only fill the meter if the attacking unit was in the CO Zone. The Power Meter has two stages. At half-full, your CO Zone expands by a 1-square radius. When completely full, your CO Zone expands by another square, and you can use your CO Power. After using your CO Power the Power Meter is reset, and you must fill it up again if you want to obtain an expanded CO Zone and the ability to use a CO Power again.

Weather

Most weather conditions do not appear in campaign mode, unless triggered by Penny's CO Power. When weather changes are caused by Penny, they will last for 3 days, unless the weather is set to random. Also, her troops are unaffected by the weather at all times, even if Penny is not in the battlefield.

Weather Conditions Effects
Clear All units function normally
Snow Mobility for all units -1
Rain Causes Fog of War; vision for all units is 1
Sandstorm Attack power for all units -30%
Random 1 in 3 chance that the weather will change each turn


General Strategies

This section is still under construction, we would appreciate your patience.
If you would like to contribute to this section, send a message to Kpx107 on the forums or via email.


Medals Guide

Super Medals Requirements

Item First Medal Req. Second Medal Req. Third Medal Req.
Miscellaneous
Gameplay Total 50 times 80 times ?
Total Time Played 10 hours 30 hours 50 hours
Total Maps Played 30 50 150
Total Maps Cleared 30 50 150
Total Days 500 1000 ?
Total S Ranks Obtained 10 20 50
Total A Ranks Obtained 10 20 50
Total B Ranks Obtained 10 20 50
Total C Ranks Obtained 10 20 50
HQ Capture Victories 30 50 ?
Annihilation Victories 30 50 ?
Total Funds Used ? ? 5,000,000G
Damage Value ? ? 5,000,000G
Times CO Power Used 20 ? ?
Times CO Boarded Unit 20 50 100
Times CO Retreated 20 50 ?
Direct Attacks 1,500 3,000 5,000
Indirect Attacks 500 1,000 ?
Missile Silo Attacks 20 50 ?
Total Bases Captured 500 1,000 ?
Construction Total 15 30 ?
Resupply Total ? 50 150
Times Units Joined 30 50 150
Units Loaded ? 50 150
Units Dropped ? 50 150
Units Deleted ? 50 150
Surprise Encounters 30 50 ?
Flares Launched 20 30 120
Subs Dived ? ? ?
Subs Surfaced ? ? ?
Unit Actions ? 10,000 20,000
Distance Moved ? 20,000 squares 50,000 squares
Nintendo WFC Battles 10 ? ?
Multi-Player Battles ? ? ?
Maps Traded 10 ? 50
Talon Guns Destroyed 1 5 15
Nests Destroyed 1 ? 10
Meteors Destroyed 20 50 200
Units Produced
Infantry 50 100 200
Mechanized Infantry 50 100 200
Bike Infantry 50 100 200
Recon 50 100 200
Flare 50 100 200
Tank 50 100 200
Medium Tank 50 100 200
War Tank 50 100 200
Artillery 50 100 200
Anti-Tank 50 100 200
Rocket 50 100 200
Anti-Air 50 100 200
Missile 50 100 200
Rig 50 100 200
Fighter 50 100 200
Bomber 50 100 200
Duster 50 100 200
Seaplane 50 100 200
Battle Copter 50 100 200
Transport Copter 50 100 200
Battleship 50 100 200
Cruiser 50 100 200
Lander 50 100 200
Submarine 50 100 200
Aircraft Carrier 50 100 200
Gunboat 50 100 200
Enemy Units Destroyed
Infantry 50 100 200
Mechanized Infantry 50 100 200
Bike Infantry 50 100 200
Recon 50 100 200
Flare 50 100 200
Tank 50 100 200
Medium Tank 50 100 200
War Tank 50 100 200
Artillery 50 100 200
Anti-Tank 50 100 200
Rocket 50 100 200
Anti-Air 50 100 200
Missile 50 100 200
Rig 50 100 200
Fighter 50 100 200
Bomber 50 100 200
Duster 50 100 200
Seaplane 50 100 200
Battle Copter 50 100 200
Transport Copter 50 100 200
Battleship 50 100 200
Cruiser 50 100 200
Lander 50 100 200
Submarine 50 100 200
Aircraft Carrier 50 100 200
Gunboat 50 100 200


Scoring

After clearing a Campaign or Trial map, you will be scored in three different areas, each of them ranging from 0pts to 150pts. While it still is the goal that signals that you are doing well, 100pts in a field no more means a perfect rating like in old games. Getting a total score between 0pts and 199pts results in a C-Rank; a score from 200pts to 249pts results in a B-Rank; a score from 250pts to 299pts means an A-Rank; and a score from 300pts to 450pts nets an S-Rank.

Below are the detailed explanations on each field. There are two different formulas for each field: one for scores below 100pts, and one for scores above 100pts. Generally, getting your score from 100pts to 150pts takes twice the effort of getting it from 0pts to 100pts. Many thanks to Translucent Air who, along with other members at WWN, found the formulas for the three scores.

Jump to: Speed | Power | Technique

Speed

Speed is related to how fast you finish the mission. Each map has a pre-set time limit for the 100pts score; being faster will give you more points, and taking longer than that will subtract from your score. To get a 150pts, you have to finish the map in half of the set time.

Formula for over 100pts:   200 - ["Days Taken" * (100 / "Speed Limit")]
Formula for below 100pts:   100 - {("Days Taken" - "Speed Limit") * [100 / (3 * "Speed Limit")]}

Power

Power is related to how effective your attacks on the enemy were. It bears no relation to the number of the enemy units (killed or built), but to the quality of your hits: to get more points you must attack with high-power units and get as many kills as possible in the least number of attacks; in other words, one-hit KOs will e your friend. Note that only attacks made during your (or your allies) turn count. Counterattacks have no effect on the score; make good use of that, by weakening enemies in counterattacks so you can destroy them in less hits. Remember that in most cases it is preferable to hold your fire if it will not kill the enemy unit. Attacking with higher-HP units is also desirable, since their displayed damage percentage will be higher.

Formula for over 100pts:   ["Total Damage" + ("Number of Kills" * 100)] / "Number of Attacks"
Formula for below 100pts:   {2 * ["Total Damage" + ("Numer of Kills" * 100)] / "Number of Attacks"} - 100

Total Damage: the sum of the displayed attack percentages from all the attacks executed during allies' turns
Number of Kills: number of enemy units destroyed during the allies' turns
Number of Attacks: number of attacks initiated during the allies' turns

Technique

Technique is related to how well you managed your troops. To improve your score, you have to build less units and lose less of them. This is the opposite of the previous games, where building more units would result in a better score - be careful not to fall in this trap. Your score is also tied to the number of enemy units built, so allowing your enemy to deploy more units from bases can increase your score. However, if you wait for enemies to build more units, your speed score may suffer, so think carefully. Note that allied armies' units are taken into account when calculating the score.

Formula for over 100pts:   [62.5 * ("Enemy Army" / "Allied Army")] + 50
Formula for below 100pts:   125 * ("Enemy Army" / "Allied Army")

Allied Army: number of allied units deployed + number of allied units lost (including allied armies' units)
Enemy Army: number of enemy units deployed - number of enemy units joined


Thanks to everyone who has supplied information on medals, formulae and strategies.
There are just too many names to list here, but you know who you are.

Page credits: Kpx107 and Roma_emu

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