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    Girls on Tanks - Tips/Tricks/Guide

    *Please note, the following is based on personal experience and may not be 100% accurate as it is not the same as the Advance wars games
    - This is intended to give a general direction for players to follow
    - any discovered errors will be verified and edited


    Information and Terms:

    Post-game scoring: After a victory the player is given a score of 1 - 3 stars. If 3 stars are achieved on the first try the player is rewarded with a chest that gives ~200 credits and 10 random girl cards. 2 star victories seem to give around half those rewards.

    If the level has been cleared before, the player will get chests awarding 10-25 credits and 3 random girl cards.

    Based on my experience in the game thus far the score is similar to the following: (correct me if I'm wrong)
    After adding the 3 scores together: (where the max is 300%)
    3star - 271%-300%
    2star - 241%-270%
    1star - <240%-240%

    The 3 areas that are scored are the following:

    Speed: Determined by the number of Days (turns) a player takes for the level.
    On most levels the Speed score stays at 100% until around Day 10 for the player, at which time, every additional day removes some of that percentage at a rate based on the difficulty of the level.

    Example: some battles lose 5% Speed score for every additional Day after Day 10.

    Power/Strength: Determined by the number of enemy units killed and number of captures that takes place over the course of the entire level. Please note that units killed by a different AI force will not count toward this score.

    One can think of this score starting at 0% and increases a set percentage per enemy killed/capped. This score (like the others) cannot go over 100%. Each level has its own requirement, so its best to think that one should kill/cap as many as possible. (especially levels where the AI can spawn additional units)

    Example: The player must kill/cap 30 units in the level to achieve 100%, so each kill/cap would give 3% toward this score.

    Technique/Skill: "Technique depends on how you manage your army. Each unit you keep alive or building under your control adds Technique to your score." - Amber level1

    It isn't clear whether or not losing a capped building and then capping it back affects this score, or whether it simply counts the number of owned buildings when the level ends. Either way, try to keep as many units alive as possible.



    Turns/Days: Each level begins on Day 1 with the player going first. After the player's turn each AI gets its own "Day 1" turn as well, once all forces have completed their "Day 1" turn, the player then gets to act again with their "Day 2" followed by the AI forces, this repeats until the level ends, either by defeat or victory for the player.


    Hit Points: All units have a starting health of 10, but when they are full health no number is shown.
    If a unit has lower health, their attack damage decreases proportionally as well.


    Percent Damage: Any unit within attack range (usually 1 square away) will show a percentage of damage. This number is based on the max health of the enemy.

    Example: the enemy has a mid tank with 2 hp left, your infantry shows 22% damage. this means your unit will be able to kill the mid tank outright, without any chance of enemy retaliation

    The tens place in the percentage number seems to be absolute, but the ones place seems to be based on chance/rolls

    Example: your bomber will do 95% damage to an enemy artillery on the plains. This means your bomber will always do 9 damage (the 90%), but has a chance to do 100%. It seems like a dice roll of 1-9, so 95% has around a 50% chance to 1-shot the artillery. but if the damage was 91% instead, it would have around a ~10% chance (maybe slightly higher) to 1-shot the enemy. but remember even if the roll fails, your bomber will still always do at least 9 damage to the enemy.

    Terrain/Defense:

    *note, Defense ratings only effect ground units (non-aerial units)
    **mov cost of -1 denotes impassible for that unit type
    Terrain Name Defense Rating (0-5) Infantry move cost Vehicle move cost Tank move cost Aerial move cost
    Plain 1 1 2 1 1
    Forest 3 1 2 2 1
    Mountain 4 2 -1 -1 1
    Water 5 -1 -1 -1 1
    Road 0 1 1 1 1
    City 3 1 1 1 1
    Factory 3 1 1 1 1
    HQ 4 1 1 1 1
    Wasteland 2 2 -1 -1 1


    Special Bar: Commanders can only use their active ability, aka "Special Power", after this bar completely fills

    Ways to raise the special bar:
    the main method - kill enemy units with one of your units (killing with girl powers doesn't count)
    - some captains have their active ability to fill up the bar 10%-50% based on level. can only be used once unless willing to spend crystal
    - various girls have passives to increase the rate the bar fills up or even autofill a little every turn.


    Pre-game: Choose your team

    Players get to choose 4 girls to fight with in each battle. One of each rank.

    Commanders have normal or even slightly weaker passives, but have the ability to use their special power multiple times during a level.
    However, the special bar must be filled to use it first. So unlike the other ranks, commander abilities normally can't be used on the first turn.

    Commanders:

    Name Special Power (Active) Passive
    Amber Heals 1 hp to 5 random units *(+1hp per lvl) Bonus Infantry damage +3% (+3% per lvl)
    Isabella Bonus Infantry damage +60% **(+10% per lvl) Special bar fills 2% faster each turn (+5% per lvl)
    Natasha Deals 1 damage to 5 random enemy units *(+1 damage per lvl) Bonus Aerial damage +3% (+3% per lvl)
    Helga Bonus Aerial damage +60% **(+10% per lvl) Increase the Special bar +3% extra every time an enemy unit is defeated (+3% per lvl)
    Yumi Tanks gain +30% extra defense ** (+10% per lvl) Vehicles are 3% cheaper (+3% per lvl)
    Karina Bonus tank damage +30% **(+10% per lvl) Bonus tank damage +3% (+3% per lvl)
    Evelyn Bonus move range +1 to all units **(+1 per lvl) Bonus vehicle damage +3% (+3% per lvl)
    Rebeca Bonus attack range +1 to range units **(+1 per lvl) Bonus War Funds +40 per turn (+20 per lvl)
    *only occurs at time of use
    **actives last until your next turn (are still active thru AI's turn)



    Captains: currently there are 3 actives shared among all captains, but it's their passives that are particularly strong

    Name Active Passive
    Catherine Mega Bomb: 6-10 damage to 1 enemy Special Bar increases 5%-25% faster
    Dianne Fury: Fill Special Bar by 10%-50% Discount to all units 3%-15%
    Alice First Aid: heal 6-10 hp to 1 ally Bonus Artillery Defense 8%-40%
    Myrh Mega Bomb: 6-10 damage to 1 enemy Generate 100-500 War Funds per turn
    Liyr'ee First Aid: heal 6-10 hp to 1 ally Probably of healing 2 hp to all Aerial units 5%-25%
    Nari Mega Bomb: 6-10 damage to 1 enemy Probably of healing 2 hp to all Tank units 5%-25%
    Hye Fury: Fill Special Bar by 10%-50% Probably of critical attack 5%-25% ???
    Amelia Fury: Fill Special Bar by 10%-50% Generate 40-120 additional War Funds per building
    Karol First Aid: heal 6-10 hp to 1 ally Probably of healing 2 hp to all Vehicle units 5%-25%


    Lieutenants: currently the only source of tank deployment. with similar passives that focus on very specific attack or defense

    Name Active Passive
    May Tank Airdrop* Bonus Artillery damage to Mid Tanks 5%-25%
    Alexa Air Strike: Damage to 3 random units 1hp-5hp Bonus Motorbike defense against Mid Tanks 5%-25%
    Brenda Storm: Damage to 3 random Tanks 1hp-5hp Bonus Bazooka damage to Light Tanks 5%-25%
    Sasha Storm: Damage to 3 random Tanks 1hp-5hp Bonus Copter damage to Anti-Airs 5%-25%
    Olga Air Strike: Damage to 3 random units 1hp-5hp Bonus Missile defense against all Tanks 5%-25%
    Astrid Tank Airdrop* Bonus Mid Tank damage to Heavy Tanks 5%-25%
    Aiko Storm: Damage to 3 random Tanks 1hp-5hp Bonus Heavy Tank damage to Copters 5%-25%
    Jinah Tank Airdrop* Bonus Heavy Tank defense to Bombers 5%-25%
    Haruka Air Strike: Damage to 3 random units 1hp-5hp Bonus Light Tank damage against Artillery 5%-25%
    Emily Tank Airdrop* Bonus Anti-Air damage to Fighters 5%-25%
    Marta Storm: Damage to 3 random Tanks 1hp-5hp Bonus Artillery defense to Heavy Tanks 5%-25%
    Celia Air Strike: Damage to 3 random units 1hp-5hp Bonus Light Infantry damage against Motorbikes 5%-25%
    *get a tank according to level: mid -> heavy -> m/h rank 1 -> m/h rank 2 -> m/h rank 3



    Sergeants: the source of Infantry and vehicle drops. with more general damage/defense passives

    Name Active Passive
    Nina Troop Airdrop* Bonus damage to Light Infantry 4%-20%
    Wanda Roulette: get 250-1250 War Funds Bonus damage in cities 2%-10%
    Cassandra Sniper: Deal damage to 1 enemy 1hp-5hp Bonus defense to all units 1%-5%
    Liz Roulette: get 250-1250 War Funds Bonus defense in roads 2%-10%
    Erika Troop Airdrop* Bonus defense in plains 2%-10%
    Kate Sniper: Deal damage to 1 enemy 1hp-5hp Bonus defense to Bazooka units 8%-16%
    Lucy Vehicle Airdrop**: Motorbike -> Artillery Bonus motorbike damage 4%-20%
    Hilda Troop Airdrop* Bonus copter defense 2%-10%
    Ingrid Vehicle Airdrop**: Ant-Air -> Missiles Bonus bomber defense 2%-10%
    Irina Roulette: get 250-1250 War Funds Bonus fighter damage 2%-10%
    Anya Vehicle Airdrop**: (Ant-Air)???? -> Artillery Bonus copter damage 4%-20%
    Camilla Sniper: Deal damage to 1 enemy 1hp-5hp Bonus defense in mountains 2%-10%
    Frida Sniper: Deal damage to 1 enemy 1hp-5hp Bonus damage in forest 2%-10%
    Hanna Troop Airdrop* Bonus damage in mountains 4%-20%
    Yuko Roulette: get 250-1250 War Funds Bonus mid tank damage 2%-10%
    JunJun Vehicle Airdrop**: Ant-Air -> Missiles Bonus damage in roads 4%-20%
    Kaori Roulette: get 250-1250 War Funds Bonus light tank defense 4%-20%
    Kiyomi Vehicle Airdrop**: (Ant-Air)???? -> Missiles Bonus damage in wastelands 4%-20%
    Nariko Troop Airdrop* Bonus mid tank defense 2%-10%
    Mizuki Sniper: Deal damage to 1 enemy 1hp-5hp Bonus defense in wastelands 4%-20%
    Nami Sniper: Deal damage to 1 enemy 1hp-5hp Bonus light tank damage 4%-20%
    Olivia Sniper: Deal damage to 1 enemy 1hp-5hp Bonus damage in plains 2%-10%
    Ada Roulette: get 250-1250 War Funds Bonus light infantry defense 4%-20%
    Ivory Roulette: get 250-1250 War Funds Bonus missile defense 4%-20%
    Kira Troop Airdrop* Bonus motorbike defense 2%-10%
    Sara Vehicle Airdrop**: Ant-Air -> Artillery Bonus defense in forests 2%-10%
    Alexis Sniper: Deal damage to 1 enemy 1hp-5hp Bonus bazooka damage 4%-20%
    Emma Troop Airdrop* Bonus medical vehicle defense 4%-20%
    *get infantry according to level: light inf -> baz -> INF/BAZ rank 1 -> INF/BAZ rank 2 -> INF/BAZ rank 3
    **get vehicle according to level: 1st vehicle -> 2nd vehicle -> 1st/2nd rank 1 -> 1st/2nd rank 2 -> 1st/2nd rank 3





    Beginner Tips:


    While some using aggressive tank play style, I personally cleared missions 1-80 (3-star) using a balanced team.
    Running Amber, Nari, May, and Sara

    before I had unlocked Nari, I was using Catherine.


    Early game:

    Most games on turn 1 I would want to move all my pre-deployed units. Having the infantry and motorbikes cap any nearby buildings (focusing on factories), then start grouping your remaining units. Make sure to keep your low armor units outside range of all enemies. If you have to place units within range, make sure only 1 or 2 enemies can reach them, and then block using tanks.

    using infantry/bikes in forests or cities will also work if it's only 1 enemy.

    Once all units have moved, I would immediately deploy my vehicle (either anti-air or artillery) followed by my tank drop.

    If the enemy has a heavy tank (or bomber in later missions) that can attack you in turn 1 or 2, highly consider using your Mega Bomb (captain active) on it so that you win that fight, or at least gain time to reinforce that area.

    Since the AI almost always rushes in with its entire army, surviving the early game is what I use my captain, lieutenant, and sergeant actives for. and if I can manage to hold through this period, the remainder of the level is usually coasting.

    If you are unable to hold, make sure to steadily retreat while punishing the AI for overextending its units.


    Mid game:

    Once the player survives the early game or if the AI either doesn't attack or is too far away to attack, the player can proceed to the mid game strategy.

    At this point, I would normally start scattering my infantry and motorbikes toward all un-capped (and unguarded) buildings. While the rest of my army would start forming up to bring the fight to the enemy.

    In open areas, you can form a line of defenders (often tanks), and use them to guard your artillery, missiles, or other units. However, normally it's best to bottleneck roads using water , mountains or wastelands to force your enemies to move you how want them to. (make them come to you)

    Attempt to bait the enemy's fast units (light tanks, motorbikes, copters) into rushing ahead of their main force. This gives you time to deal with them before the slower main force is within range.


    If anti-air, missiles or fighters aren't present in the enemy army, you may find that blocking choke points with your air units is often better than attacking if you're fighting on multiple fronts or if your front line is damaged.

    Likewise, ground units can be used to cage in low health air units or even full health copters and bombers from an enemy fighter's attack.


    Late game:

    Change from passive to aggressive.

    This is the part where the player's army is no longer out-numbered, victory is within reach (killing all units), a motorbike is within range of an enemy HQ, or there's a time limit on the level (either trying to get 3stars or otherwise)

    Tanks and air units are the stars of this phase. You can simply rush in dealing as much damage as possible, while attempting to retain some sort of isolating formation; surround enemies, placing low health units out of reach of enemies while still using low health units for blocking and attacking.

    If the terrain and unit advantages are used correctly, one can overrun the enemy lines and hit their back line directly, potentially destroying their artillery.

    Depending on the level and terrain, the player might have to sacrifice some of their units during this phase. But if the game extends to this phase, I am no longer worried about losing but more concerned with score.



    Be aware of super effective unit match ups:


    Fighters can 1-shot copters and bombers
    Anti-air can 1-shot copters
    Missiles can 1-shot all aerial units

    Bombers can 1-shot most low defense units and even tanks if they don't have terrain cover

    Heavy tanks can 1-shot all infantry, vehicles, and light tanks that aren't using terrain cover
    Mid tanks can mostly 1-shot infantry, and unguarded vehicles



    Unit Costs


    These prices assume the player isn't using any discount passive abilities

    Ground Units: Built from a factory
    Name War Funds Cost
    Light Infantry (Lt. Inf) 300
    Bazooka 600
    Motorbike (Moto Inf) 1250
    Light Tank 1800
    Medical 2000
    Anti-Air 2500
    Missiles 3500
    Artillery 4000
    Mid Tank 4500
    Heavy Tank 8000




    Mission specific info on next post.

    currently WIP
    Last edited by ShiroSeigi; 07-07-2017 at 02:14 AM. Reason: added event girl Alice
    Playing: Crystal Maidens, Girls on Tanks, Bitch Hunter

    Cunt Wars (Rank 11)

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