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Advance Wars: Dual Strike

Turn Survival Guide

Created by Matthew Emirzian

Edited for the US version by UrzaMTG

Turn limit survival is fairly easy. Most of the maps focus on your ability to demolish enemy units as fast as possible, with little threat to your own units. This is in contrast to the other two modes, where slip-ups will cost you your head. Ideal COs are ones that have massive attack power, and ones that can move quickly.. same with the types of force ranks. In turn limit survival, a turn is subtracted from your limit only when you end your turn. This means the day you win the map does not count against you.. so if you finished the map on day five, you would have four turns subtracted from your limit.

The champion course can be completed 4 times over. With a 120 turn limit + 44 end turns, you have 41 turns per set of 11 levels. Not surprisingly, the fastest you can complete each set is 40 turns. The worse beyond 41 turns per set you do, the less turns on average you have to complete the rest of the course, since you lose out on end turns due to not possibly having enough time to reach those final maps.

Turn Limit Survival 1	4 turns
Turn Limit Survival 2	4 turns
Turn Limit Survival 3	5 turns
Turn Limit Survival 4	2 turns
Turn Limit Survival 5	3 turns
Turn Limit Survival 6	1 turn
Turn Limit Survival 7	3 turns
Turn Limit Survival 8	5 turns
Turn Limit Survival 9	2 turns
Turn Limit Survival 10	8 turns
Turn Limit Survival 11	2 turns

Total - 39 turns

Technically the highest score you could ever get on this mode is 11000 points (4400 map bonus+44*150 finishing score). Realistically, the top is a little less than 10800.


Basic Difficulty (39 turns): *****
Champion Difficulty (156 turns): ******
CO Combo: Koal/Grimm
Force Ranks: 

Koal - APC Boost, Pathfinder, Prarie Dog, Soul of Hachi
Grimm - Bruiser, Brawler, Sniper, Slam Shield

Turn Limit Survival 1
Difficulty: **
Time Taken: 4
Technique Limit: 1
Power Requirement: 1

Basically, run your north lander around the north side of the silo, while your other units move south to get beat up. With Soul of Hachi, let his units get destroyed to build his CO meter to max by the day 4 capture.

Turn Limit Survival 2
Difficulty: **
Time Taken: 4
Technique Limit: 1
Power Requirement: 1

Normal 8 day strategy - build APC/infantry in factory to move around, drop off by HQ to attack enemy infantry. 4 day strategy - With Koal, use his Super CO power (w/ Soul of Hachi) and build two rocket launchers next to the enemy infantry. Switch to Grimm after building the rocket launchers, then blow the infantry away.

Turn Limit Survival 3
Difficulty: ***
Time Taken: 5
Technique Limit: 0
Power Requirement: 1

Use Grimm here. Leave the infantry alone for the most part, but keep them from the missile silo.. they don't run as fast, so it's easier to nail them.. the tanks of course will run like hell if you give them the chance. Your black boats will make good bait to lure the neotanks into firing range. Try to get the enemy units to combine, and keep repairing your battleships. You can use a CO or super CO power here with Grimm.

Turn Limit Survival 4
Difficulty: **
Time Taken: 2
Technique Limit: 1
Power Requirement: 1

Take out the enemy copters with a CO power on day 2. If Sensei uses his CO power, you will need luck or high power to OHKO his copters with yours.

Turn Limit Survival 5
Difficulty: **
Time Taken: 3
Technique Limit: 1
Power Requirement: 1

Hunt around the forests with sea units and destroy with battleships and copters. Build up a Tag CO power by the end of the mission - you can get it more easily by putting your black boats in the line of enemy artillery fire.

Turn Limit Survival 6
Difficulty: **
Time Taken: 1
Technique Limit: 1
Power Requirement: 1

Use a Tag CO power starting with Koal to capture in one day.

Turn Limit Survival 7
Difficulty: **
Time Taken: 3
Technique Limit: 1
Power Requirement: 1

Move just out of range of enemy battlecruiser on the first day, then second day come in the north and south sides to kill the battlecruisers. Use Grimm's CO power to wipe the sea clear.

Turn Limit Survival 8
Difficulty: ***
Time Taken: 5
Technique Limit: 1
Power Requirement: 1

Block up the sea passage with your lander, and let your rockets get into battleship range to get damaged (better them than your tanks). Go after battleships first, then focus on making enemy units combine for less units total to kill. Use a CO power right around the start of the map, then build the meter back up to full.

Turn Limit Survival 9
Difficulty: **
Time Taken: 2
Technique Limit: 1
Power Requirement: 1

Move in and use a Tag Power for great justice. With plains free, your rockets should be able to reach far enough to cause maximum destruction. Start the Tag Power with Koal so your rockets can move into position for Grimm's turn.

Turn Limit Survival 10
Difficulty: **
Time Taken: 8
Technique Limit: 1
Power Requirement: 1

Use your mechs and copters to take the neotanks out one at a time. Use the black boats as bait to draw the tanks down, and to fill up your CO meters. You have to keep fairly healthy/alive to finish in 8 days. Try to get very close to a Tag CO power for the next round. Finish off the last turn with Koal to help his CO meter out (he should have only one star left to fill).

Turn Limit Survival Basic 11
Difficulty: **
Time Taken: 2
Technique Limit: 1
Power Requirement: 1

Hide the anti-airs in the woods and move your fighter north a few spaces to lure in the black bombs. Use a Tag CO power starting with Grimm, destroy the black bombs, and charge at the enemy inf/recons. Koal's super movement will help out here.

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