Hole Rising

Hole Rising




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Hole Rising
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The Black Hole army has mustered an invasion force and threatens Wars World once again. It's time to rally the troops!
By
Doug Radcliffe
on January 18, 2006 at 12:47PM PST
By Doug Radcliffe Design by Katie Bush
It's time to rally the troops! The Black Hole army has mustered an invasion force and threatens Wars World once again. Command Andy, Grit, and Eagle alongside a host of new COs as you wage war in defense of your land. Advance Wars 2: Black Hole Rising, Nintendo's sequel to the immensely popular Advance Wars, features new super CO powers, the new neotank unit, and a challenging new story campaign.
The GameSpot Game Guide to Advance Wars 2: Black Hole Rising includes:
This section offers general strategies for succeeding in Advance Wars 2: Black Hole Rising campaign missions.
This section compiles Advance War 2 campaign COs and units and provides important data about each one and its abilities.
Army: Orange Star CO Power Requirements: three stars for normal, then three more stars for super. CO Power: Hyper Repair--Restores two hit points to all units. Super CO Power: Hyper Upgrade--Restores five hit points to all units. Firepower rises, and unit movement increases by one space.
Andy has no real weaknesses or strengths. He's proficient with air, sea, and land units, and ready to fight wherever and whenever.
Army: Orange Star CO Powers Requirements: three stars for normal, then three more stars for super. CO Power: Max Force--Firepower of direct-combat units rises slightly, and unit movement increases by one space. Super CO Power: Max Blast--Direct-combat units receive firepower boost, and their movement increases by two spaces.
Max's non-infantry, direct-fire units are tops, but his indirect-combat troops are limited in range and firepower. Max gains 50% in direct-fire unit strength but loses 10% in indirect-fire unit strength as well as one space to indirect-fire attack range.
Army: Orange Star CO Power Requirements: three stars for normal, then five more stars for super. CO Power: Double Time--Infantry and mech units receive a movement bonus of one space. Their attack strength increases as well. Super CO Power: Victory March--Increases all foot soldiers' movement range by two spaces. They can capture in one turn even if they're not at full hit points.
Being an infantry specialist, Sami's foot soldiers move farther, capture faster, and cause more damage. She's weak against vehicles. Sami receives a 20% boost to infantry strength but loses 10% to direct-fire vehicles. Her default infantry also capture 50% faster.
Army: Blue Moon CO Power Requirements: three stars for normal, then four more stars for super. CO Power: Blizzard--Causes snow to fall, which adversely affects all units except his own. Super CO Power: Winter Fury--A mighty blizzard reduces enemy movement and causes two hit points of damage to all deployed enemy troops.
Olaf's special powers cause a one-day snowfall, which reduces the power of enemy units and inhibits their ability to move. Enemy vehicles won't be able to move more than two spaces, while infantry are limited to one during the snowfall. Olaf's own units retain their normal movement privileges and are bolstered in combat.
Army: Blue Moon CO Power Requirements: three stars for normal, then three more stars for super. CO Power: Snipe Attack: Increases range of distance weapons by one space. Attack strength of these units also increases. Super CO Power: Super Snipe: Distance weapons can shoot two spaces farther than normal. They also receive a firepower bonus.
The range on Grit's distance weapons is one space greater than the indirect-fire units of other COs. They cause more damage, too. Grit is weak in direct combat, though. His infantry and direct-fire units are reduced in strength by 20%; indirect-fire unit power is increased by 10%, along with the extra attack range. Super snipe, Grit's super CO power, nearly doubles the attack power of his indirect-fire units.
Army: Blue Moon CO Power Requirements: two stars for normal, then four more stars for super. CO Power: Gold Rush--Increases deployment funds by one and a half times. Super CO Power: Power of Money--Uses wealth to increase the strength of weapons. The more funds available, the stronger the weapons become.
Colin is the heir to a vast fortune, and he purchases all units at a special low price. His troops' low firepower stems from his lack of experience. All of Colin's default units are reduced in power by 20%--but they are also 20% cheaper, so he can have more deployed.
Army: Yellow Comet CO Power Requirements: four stars for normal, then three more stars for super. CO Power: Morale Boost--Increases attack strength of all units. Super CO Power: Samurai Spirit--Strengthens offensive and defenses abilities of all units. Damage inflicted when counter-attacking is multiplied one and a half times.
All of Kanbei's units have high offensive and defensive abilities (a 20% advantage) but are more expensive to deploy. This means he won't be able to deploy as many!
Army: Yellow Comet CO Power Requirements: three stars for normal, then two more stars for super. CO Power: Enhanced Vision--Increases the vision range of all units by one space and allows them to see into woods and reefs. Super CO Power: Counter Break--Increases the vision range of all units by one space and allows them to see into woods and reefs. Counterattacks are slightly stronger.
All of Sonja's units have an extended vision range in fog of war. She also hides hit points intel from her foes and her counterattacks are slightly stronger.
Army: Yellow Comet CO Power Requirements: two stars for normal, then four more stars for super. CO Power: Copter Command--Attack copter firepower increases. Infantry units with nine hit points appear in all allied cities, ready to be moved. Super CO Power : Airborne Assault--Attack copter firepower increases. Mech units with nine hit points appear in all allied cities, ready to be moved.
A former paratrooper rumored to have been quite the CO in his day.
Sensei has powerful infantry and high movement range on his transports. He also boasts superior firepower for copters, but is weak against naval and vehicle units. His infantry unit power is increased by 10% but he suffers a loss of 10% to ground and sea-based direct-fire units.
Army: Green Earth CO Power Requirements: three stars for normal, then six more stars for super. CO Power: Lightning Drive: Air unit offensive and defensive abilities are increased. Super CO Power: Lightning Strike: Improves offense and defense of all air units. Additionally, all non-infantry units that have carried out orders can move again.
Eagle's air units use less fuel than those of other armies. They have superior offense and defense, too. Eagle's naval units are weak, though. Air unit power is increased 10% but naval units suffer at a loss of 20%.
Army: Green Earth CO Power Requirements: four stars for normal, then three more stars for super. CO Power: Tsunami--Causes a tidal wave that does one hit point of damage to all enemy units and reduces their fuel by half. Super CO Power: Typhoon--Causes a tidal wave that does two hit points of damage to all enemy units and reduces their fuel by half. Hinders enemy movement.
Drake's naval units move one space more than other armies' ships do, and their defenses are higher. Movement isn't affected by rain. Naval unit defense is increased by 20% but air units suffer a loss of 20% power.
Army: Green Earth CO Power Requirements: three stars for normal, then three more stars for super. CO Power: Turbo Charge: Movement range of vehicles increases by 1 space. Firepower increases and fuel and ammo supplies are also replenished. Super CO Power: Overdrive: Increase in the attack strength of vehicular units and 2-space increase in movement range. Also restores fuel and ammo supplies.
Jess' vehicular units have superior attack power. Her infantry, air, and naval units are comparatively weak. Superior units are bolstered 10% while weaker units are underpowered by 10%.
The following offers stats for each unit and reveals their strengths and weaknesses against other units. Note that all stats are base stats. For instance, Colin's units are cheaper but Kanbei's units are more expensive. Also note that movement stats and range stats may differ between COs.
Cost: 1,000 Movement: 3 Vision: 2 Gas: 99
Strengths: Infantry are used to capture neutral and enemy buildings, which is key to generating income to fund your war machine. It's also important to capture other bases, airports, and ports to build front line units, air units, and naval vessels. Additionally, infantry can climb a mountain to gain a wider sight range, and cross terrain that vehicular units cannot (such as rivers and mountains). In an equal battle, infantry should only be used to attack other infantry.
Weaknesses: Infantry are weak versus nearly every other unit type other than enemy infantry. Be especially wary of anti-air units, which can wipe out infantry in a single burst with little or no damage.
Cost: 3,000 Movement: 2 Vision: 2 Gas: 70 Ammunition: 3
Strengths: Mech units can capture bases like infantry but their movement is one space less, which makes infantry much better for any capture jobs. The mechs are superior to infantry because they carry bazookas as their primary weapon. Though they only carry three shots, the mechs are much more effective than infantry against vehicular units, primarily recons, rockets, and missiles (though they fare decently against anti-air and normal tanks). If you're out of bazooka ammo, the mech reverts to a machine gun, which makes it like an infantry unit, but slower.
Weaknesses: Mech units are very weak once their bazooka ammunition runs dry but are quite useful as a cheap defensive unit against enemy armor. They are also decent attackers against armor but will still be wiped out if attacked by an anti-air unit.
Cost: 4,000 Movement: 8 Vision: 5 Gas: 80
Strengths: Recon units are extremely mobile with awesome vision range, which makes them invaluable in games or missions with fog of war enabled. Recons aren't too strong on the attack however, and are best used attacking infantry, other recons, or an indirect-fire unit at close-range.
Weaknesses: Recon units will not inflict much damage against armored units and will get crushed by attacking mechs, tanks, medium tanks, neotanks, or indirect-fire barrages.
Cost: 5,000 Movement: 6 Vision: 1 Gas: 70
Strengths: APCs are used to transport an infantry unit quickly. The APC should be used to get the infantry unit to a far property for capture and can also be used to supply mobile field units with additional ammunition and gas (even air and sea units). Simply park your APC adjacent to any unit and select "supply" to supply all adjacent units with gas and ammunition. This will also be done automatically at the beginning of a turn if an APC is adjacent to a friendly unit.
Maximize your infantry's movement by positioning your APC at the edge of your infantry's movement range. Then move the infantry onto the APC then move the APC to its max range and drop off the infantry on the far side. The infantry just moved a very far distance in a single turn!
Weaknesses: Has no attack, which leaves it very vulnerable. The APC has decent armor but will still not withstand much punishment from mechs and any tank or indirect-fire unit.
Cost: 7,000 Movement: 6 Vision: 3 Gas: 70 Ammunition: 9
Strengths: At less than half the price of a medium tank, the standard tank can complete most battle tasks nicely. The tank features a secondary machine gun to use against infantry; and it's highly effective. With ammunition, the tank is a dominating force against recons and indirect-fire units, and works well against an anti-air unit. Don't bother attacking a medium tank or neotank of equal hitpoint strength.
Weaknesses: Avoid indirect-fire, as you should with any unit, and beware of stronger tanks, the medium and neotank. Attacking mechs also have an advantage over the tank.
Cost: 16,000 Movement: 5 Vision: 1 Gas: 50 Ammunition: 8
Strengths: A much more powerful version of the standard tank. The medium tank also features a machine gun and can be an effective infantry killer. It also dominates recons, anti-airs, tanks, indirect-fire units, and anti-air units. You will suffer more damage in an attack against a neotank, however.
Weaknesses: Don't fight neotanks! And steer clear of indirect-fire barrages, which will definitely punish the medium tank.
Cost: 22,000 Movement: 6 Vision: 1 Gas: 99 Ammunition: 9
Strengths: The expensive granddaddy of tanks is strong against every other ground unit type.
Weaknesses: Don't be within range of indirect-fire weapons!
Cost: 6,000 Movement: 5 Vision: 1 Gas: 50 Ammunition: 9 Range: 2 to 3
Strengths: Artillery are good ranged attack units but they're certainly not as good as the rocket launcher. Artillery deal great damage to infantry units and can deal strong damage against the lighter vehicles (medium tanks and neotanks are more resistant).
Weaknesses: Keep the artillery behind a screen of units to prevent the enemy from getting too close. As an indirect-fire unit, artillery can't fire at anything adjacent to itself. You can use a couple of indirect-fire weapons adjacent to each other to cover these blind spots.
Cost: 15,000 Movement: 5 Vision: 1 Gas: 50 Ammunition: 6 Range: 3 to 5
Strengths: Offers very strong damage at a very long-range against all enemy ground and naval units.
Weaknesses: Rockets are similar to the artillery--keep them safely behind defenders. Bear in mind that rockets have more blind spots than artillery. Anything within two spaces of a rocket is inside of its range.
Cost: 8,000 Movement: 6 Vision: 2 Gas: 60 Ammunition: 9
Strengths: Although its name might imply that this unit is only strong against air units, the anti-air is also a dominant infantry killer--it can wipe out an equal infantry or mech group without suffering damage. And as the name suggests, it can annihilate air units!
Weaknesses: Avoid tanks like the plague and being attacked by a bomber. If you're the attacker, the anti-air performs well but not the other way around!
Cost: 12,000 Movement: 4 Vision: 5 Gas: 50 Ammunition: 6 Range: 3 to 5
Strengths: Long-range anti-air unit. The missile launcher can destroy all air units in a single barrage (given equal hit points).
Weaknesses: Missiles can be a pricey investment if you don't protect them against enemy ground forces, from which the missile launcher has no defense. Also, like the anti-air unit, don't let the bomber attack first!
Cost: 5,000 Movement: 6 Vision: 2 Gas: 99
Strengths: Transport copters can carry one infantry or mech unit, just like the APC. Unlike the APC, transport copters do not supply nearby units.
Weaknesses: Avoid anti-air, missile launchers, cruisers, battle copters, and fighters. The transport copter has no way of fighting back!
Cost: 9,000 Movement: 6 Vision: 3 Gas: 99 Ammunition: 6
Strengths: Battle copters are strong versus infantry (they feature machine guns to complement their missiles) and light ground forces, but their missiles don't have much effect against more heavily armored units such as medium tanks and neotanks.
Weaknesses: Avoid anti-air units, cruisers, missile launchers, and fighters!
Cost: 20,000 Movement: 9 Vision: 2 Gas: 99 Ammunition: 9
Strengths: The fighter only attacks other air units but does so quite well. A huge movement radius allows you to patrol air space quickly and efficiently.
Weaknesses: Avoid anti-air units, cruisers, missile launchers, and attacking fighters!
Cost: 22,000 Movement: 7 Vision: 2 Gas: 99 Ammunition: 9
Strengths: Bombers can wipe out or severely damage any ground unit, including naval vessels. The bomber also gains the upper hand on anti-air units, missile launchers, and cruisers as long as the bomber is the one to initiate the attack. You'll also want to use the bomber and its large movement abilities in the campaign game to destroy cannons, laser weapons, and pipe seams.
Weaknesses: Don't let it be attacked by any anti-air units, missile launchers, cruisers, or fighters!
Cost: 12,000 Movement: 7 Vision: 1 Gas: 99
Strengths: The lander is a naval transport, which can hold two ground units, including vehicles.
Weaknesses: Like the other transports, the lander has no weapons!
Cost: 18,000 Movement: 7 Vision: 3 Gas: 99 Ammunition: 9
Strengths: The cruiser attacks primarily air units but can also bombard a submarine. It also serves as a transport of sorts--the cruiser can hold two copters, and refuel/rearm them. The cruiser's anti-air abilities can wipe out a transport copter and battle copter easily but is less effective against fighters and bombers.
Weaknesses: Beware of land units that can attack the cruiser, because you can't fire back. Artillery, rockets, or tanks along the shore can be dangerous. Don't get attacked by a bomber or especially a battleship.
Cost: 28,000 Movement: 6 Vision: 2 Gas: 99 Ammunition: 9 Range: 2 to 6
Strengths: With solid damage across the board--from infantry and armored units to other naval vessels--the battleship is an expensive but strong force to be reckoned with. Its large range makes the battleship a powerful indirect-fire weapon from the sea able to target land units at a great distance.
Weaknesses: Avoid bombers and being attacked by submarines. Also, don't move into the range of a rocket launcher without attacking it first!
Cost: 20,000 Movement: 5 Vision: 2 Gas: 60 Ammunition: 6
Strengths: Submarines can dive to conceal their location; however this uses more fuel. Attacks other naval units only, dishing out heavy damage to the lander, submarine, and battleship but light damage to the cruiser.
Weaknesses: Like the battleship, avoid being attacked from indirect-fire units from the land (which can only attack the sub if it's on the surface). Don't get bombed or attacked by a battleship!
This section covers walk-throughs for the Orange Star missions, including the secret mission "Test of Time." Several of these walkthroughs have day by day suggestions on what you should move and attack. Note that the enemy CO will not always move or attack in the same fashion (further, sometimes your own attacks don't finish the job), so just follow the general guideline and strategy of the mission to complete it with success.
Objective: Take out Black Hole's troops! CO: Andy Enemy CO: Flak Difficulty: 1 star
You begin the mission in the lower left corner in the map with Flak's small army positioned in the upper right. This is primarily a tutorial mission. Nell walks you through the basics of infantry, APCs, movement, and combat. You should have little trouble dispatching Flak's feeble army. Nell has already eliminated most of Flak's army but has left a few enemy infantry units for you and Andy to clean up. Read Nell's instructions then get ready for day one deployment.
On day one, move your three infantry
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