WIP (Missions 0 - 6):
http://dehacked.2y.net/microstorage.php/info/1842023824/0095_-_Advance_Wars_%28U%29%28Mode_7%29.vbm
Video of WIP (Missions 0-2):
http://video.google.com/videoplay?docid=-3013477591911033044&hl=en
My goal is to complete the normal campaign from a fresh start. That requires going through the final training mission, which I'll call Mission Zero for simplicity. There's no luck manipulation (or at least very very little), so the strategies you see are usable in their normal handheld, if you can make out what's going on ^_^
Mission Zero: Starts on frame ~1300. Unfortunately, I can't turn off the battle animations yet. That makes this about twice as long as it needs to be. Don't worry, the pace of the video doubles after this. Not much to say about the strategy... I have to minimize the number of fights because of the long animations, but I must destroy both pieces of artillery to capture the HQ. Destroying all units takes longer because of the silly animations, otherwise it would be worth thinking about.
Mission One: Starts on frame ~13500. A quick dash for the HQ. I actually do not have enough firepower left at the end to destroy that last tank while its sitting on a city, so I just surround it and win. My MdTank kills the rocket, then baits the enemy's MdTank away from their HQ. The reason why the tank resting right next to my capturing infantry doesn't kill me is because the AI refuses to use a unit which has been severely injured until it goes back up to full hp (most of the time).
Mission Two: Starts on frame ~23000. In order to capture the enemy's HQ, you have to take out both artilery and both rockets, plus the tanks nearby, so its faster just to kill everyone. Grif's CO Special is absolutely devastating, except that I force him to use it when nothing is in range the first time, then clean up as quickly as possible.
Mission Three: Starts on frame ~33500. This mission is all about guarding my transport copter from any damage (it needs to be able to survive a hit from a light tank to guard the capturing infantry at the end). I found the best way was just to surround it. I also had to make sure to do little enough damage to avoid triggering his CO Power until he flew his Fighters into my AA guns. When his CO Power does go off, it is actually quite helpful, killing a useless tank in exchange for moving the bomber into a perfect spot for my to kill it.
Mission Four: Starts on frame ~40000. Nothing interesting here. I delay my landing a turn to prevent the MdTank from coming back and kicking my ass. I use my artillery once to prevent them from killing any of my units only to save myself the explosion animations.
Mission Five: Starts on frame ~46500. I tried a bunch of strategies, but the most boring one worked best, unfortunately. I suicide forward with 2 LtTanks and 1 MdTank, and prevent my HQ from being captured. Any further input to my units only slows down completion, even with how much I die.
Mission Six: Starts on frame ~53000. I can't win this by elimination, (it makes me play a bonus level if I do), so I must capture his HQ. I issue at least once command to every unit except one (the lander), a record so far. The battleships butcher everything they can reach, so I get all the infantry into tree cover, except one that I load into the lander to save a death animation. I quickly eliminate everything Olaf has on land while sprinting towards the HQ with my APC in the minimum number of turns, all while dancing my units out of battleship gun range.
Mission Seven: Starts on frame ~61500. Working on it now.
Comments, improvement suggestions and encouragement welcome.