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armigus
Trained
Joined: 22 Feb 2006
Posts: 30
Location: Massachusetts
Posted: 03 Mar 2006 11:55 am

Post subject:  Spoiler Warning!

My own walkthrough

By armigus


This one is based on actual campaigning and learning from others on the net. I am going to go into details on where to go, what to build/design, and how to carry out missions, hence the warning. I will also point out errors and highlight omitted/desired technologies.  Since this is such a long document, covering the first two campaigns as of now and covering the third when I get there, each mission will get its own post. I am not bumping but adding real material as I go.


 

 

Alpha 1 2 3 4 5 6 7 8 9 10 11 12  

 

Beta 1 2 3 4 5 6 7 8 9 10 11  

 

Gamma 1 2 3 4 5 6 7 8 9  

 


 

 

 

 

 

Alpha 1


The first map , if played properly, can gain you a large body of elite troops and power to spare. This the only combat mission without a time limit and I intend to take full advantage of this.

To start off with, keep construction to an absolute minimum (factory, oil well, generator, research facility). The factory needs to be adjacent to the LZ, either west or north. The generator can be anywhere along the north edge of the LZ area. Set the factory to build fighters in perpetuity for the time being.

The only unit available right now has a machine gun on a Viper body with wheels. I name units based on function and rapid-fire units like the machine gun are called Military Guard (MG) units. The truck unit is called CO for construction. Light wheeled bodies are called hummers. So your initial fighting unit is the MG Hummer.

The game timer should be set to minimum (0.3). During combat you want to slow things down to maintain control of the situation. There are a few situations where you want it to run fast but not right now.

Have your initial units head east while your CO set up your preliminary base. They will meet light resistance. Scavenger infantry is pathetic unless in large numbers. Take out any houses or other structures you find. You won't score kills for them but they can get in the way easily.

Wait until you have at least 8 units before heading north. Group them together so that they can operate as a team. Each team has a number and a function, so this team will be called MG 1. New units fight to the death and you don't want that. Set them to flee on heavy damage. You can't patch them up right now, but you will later. The CO units will form CO 9. I use high numbers for support teams and low ones for combat teams.

The scavengers are heading west into a nook north of your LZ. Take out any nearby scavengers, then take MB 1 in after the outpost there. Have a CO nearby to claim the oil well and artifact (Hardened MG Bullets). The MG will be needed near the entrance to the valley east of that outpost soon so don't waste their efforts on grunt work.

Don't waste power on an HQ yet. You need MG units more right now. The bullet upgrades are helpful, effectively doubling your firepower eventually. Finish the research before proceeding.

 I tried to place my base in that nook once but it was simply too small

Alpha 1a

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Scavengers will periodically sortie from the north. By now you should have nearly 2 full groups. Clear the debris there and send both groups in. You will find another small base. Ignore it and circle your troops around the area completely, taking out just soldiers and towers.

Send units into cleared nooks to check for oil barrels. They will be very valuable right now. Set the delivery point for the factory, FP 1, in the southern entrance to this valley. You don't want stray scavengers to hit your rear areas.

More scavengers in larger vehicles wait west of this base. The valley beyond has another base. This one has to go completely. It also has an artifact (machine gun tower). By now your two full groups have been whittled to one by fleeing troops. Move the wounded to the rear guard and bring a fresh group in, avoiding the base.

This third base is particularly nasty. The shorter towers have flamers that can practically kill troops outright. You might want to set your assault team to flee on medium damage so that if anyone does get hit they can get away before dying. Flamers do have one weakness: range. Set the MG to long range and target the towers directly if possible so that the MG can fire from relative safety. The gun towers are in the way and need to be hit first.

You might want to hit the walls once the towers are down to expose the flamer towers more fully. Walls actually count as kills although your troops don't target them automatically.

This large base area is perfect for your HQ. Send the trucks in with an escort. With the oil barrels there you can start on construction right away. The HQ, two generators, and all 5 research centers go there, power permitting. Don't build factories, though--the one at the LZ is sufficient for now.


Get your research going once you are able, starting with Engineering. That was the artifact at the base you just took. The Mobile Repair Turret needs to follow quickly. The others are gravy and can wait, but get them all this mission. These new units, called MD for medical, and the base you bypassed are the keys to the whole campaign.

Once you have designed the MD Hummer, then build several units (6 is best as I will explain later). Have them repair your damaged troops, then send 2 with your main strike force behind the last base. They will send troops and small vehicles all the time, and that's what you want. Once you have 20-25 MG and 2 MD back there, set the game to fastest speed (1.5), then go to bed.

They will still be there the next morning, many of them at special rank and the rest with a lot of stripes. The base should be intact, protected by the walls. Rotate out the units with the most kills (set to return fire so as not to hurt the base), send in more green troops, and repeat as often as desired. The MD units will keep the troops fresh, and if one MD gets hurt then the other will look after it.

I generally train 48 troops to special level at least, with some attaining hero status if I am inattentive. As you can imagine, my power levels were equally extreme, and I also took the time to set up my base. When you have enough trained troops, build MG teams of 12 MG and 2 MD each. Leave the extra MG, usually the heroes, as a reserve.

MG towers are a waste of time and production... keep some troops south of the LZ factory at the start to deal with any incursions later. You will want a full fleet of 15 CO, however. Place three in each group (CO 5-9), with the original 3 in CO 5. The last base, once you take it down, has a Flamer artifact. I avoid this weapon and its short range like the plague.

Given this strategy I wish the flamer base was more extensive and placed in the NE corner with walls around the key facilities for protection from stray fire. That way I can train more troops much faster. A second well at that base for a reward wouldn't hurt either, but the piles of corpses are the real prizes.
 


Alpha 2


The second mission should be well prepared during the first. MG 1-3 opens things up. Have MG 1 and 2 hit a bunker each. Watch the yellow scout here--DO NOT FIRE ON IT. He will run... let him. The scavengers are your targets today. Flamers are the only real threat here, so don't get too close. This should be quick and bloody.

That's not to say this will be particularly easy. Careless charges will kill troops. Don't be ashamed if troops run for it. Hit one bunker or tower at a time, focusing on flamers when possible. Keep the reserves near the escape routes to prevent any ambush on the wounded.

The artifacts here are the High Temperature Flamer Gel, Sensor Tower, Twin Machinegun, and Power Module. One of those bases is on the plateau overlooking your LZ and troops from there will fire on structures if they are far enough south. That's why I don't build my base too close to the LZ.

I built flamer units when I started out, but I now understand that range and ROF are as important as damage, at least to start. Speed is also a consideration. Flamer bunkers are another matter, though, especially if backed up by longer-range weapons behind them. If flamers fired in shorter bursts as in real life then they would be more useful. A Flamer Gel Pump to increase the range would be even better.

I set the game speed to 0.5 for combat missions. I would set it to 0.3 but for a glitch--units turning downhill after a climb fail to reorient themselves. I call this the "turtle wheelie" bug. At higher speeds this doesn't happen.
 

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Alpha 3


The opening part of Alpha 3 has no time limit, so now is the time to prepare for the future. Set up your main production center near the hill where the power module was. Leave some room near the highway entrance to organize your troops. You want four factories here with the last one at the LZ for a total of 5. Don't place anything on the hilltop where the oil derrick is... that area is designated for something else (later).

You also want to surround the outskirts of your territory with sensor towers now that you can build them. You can also design a sensor unit (SC for scout). Don't build any yet, though.

Have a CO group at each factory except CO 9, who stays near HQ. As for your troops, upgrade 8 units to twin MG with 2 MD for support. This is your first away team (MG 1). Place 16 more in a group (MG 2) and have the others in MG 3. I had 24, split into MG 3-4 with 12 each. MG 2-4 should also be very near a factory (not the same one) for recycling later. Move the other MD's near the LZ.

Once the factory points are near the LZ you are ready to have CO 5 upgrade the generators. Save just before upgrading. Recycle MG 2 during the upgrade. Try to start the upgrade of the other generator before the second stage begins.

Send MG 1 into the transport immediately. With luck you will launch in 2-3 seconds. You want to climb the hill west of your entrance and approach the target from there. The opposition will be fairly strong as scavengers go, but just blow through them. If your lead hummer is hurting move him back and send the rest in. Shoot the flamer tower and get the artifact (Heavy MG). The scavengers in the eastern nooks of the base soon engage. This part should be over in about 2 minutes.

You want to research the heavy MG and rebuild the recycled troops with it before you leave, so take the time to clear the area. Destroy all buildings and scavengers. There will be a last stand at the LZ. Try to keep your MD's out of front line combat.
 

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Warlord
Posted: 06 Mar 2006 09:04 pm
ah here a short cut on the experience part just use the cheat code sparkling green (not sure if this is correct code or not) and get flamer tanks. use them on the soldiers. they keep burning and your units gain a big experience gain.

the longer you keep them burning the better. I even had a whole valley of tanks with flamers waiting for the idiots to come running out to be burnt. Hehe, heroes anyone.



armigus
Posted: 06 Mar 2006 11:38 pm
Warlord:  The scavenger base I used to train my troops had the artifact for the flamer, so using hero flamer tanks is out. I also avoid cheat codes. I will hack save games for power if desperate. Beta 1 comes to mind, as you will see before long.


 

 

 

Alpha 4


Set the time to 0.3 as soon as Alpha 4 begins. Recycle all designated MG groups (1,3, and 4 for me). Select 8 MG and 2 MD for the transport. Designate them MG 1 as soon as they land. Keep the timer at 0.3 when selecting transport loads, as it is a long process. Send the remaining troops as MG 2.

In the meantime get to work with MG 1. Leave the northern defenses for MG 2 and head east. Take out the scavengers there, as they would threaten the LZ if you went north. Blast through the defenses you find until you reach the hill and get an update. Once MG 2 lands send MG 1 up the hill but leave them west of the base.

MG 2 is to blast its way north, bypassing the rockets where the other base is long enough to take out the outpost and any scavengers in the corridor. The heavy MG range and damage really tell here. Then assault the base, targeting the defenses one by one. Once they're gone just rush the base and move focus to MG 1 again.

MG 1 should now target the eastern defenses of the hilltop base, starting with the rocket bunker. Then they head north to take out the scavengers there. MG 2 will then rip up the western defense and mop up. You should have the artifact from the base they hit earlier (mortar). The hilltop base also has an artifact (half-tracks).

Now it's time to research and rebuild. Vipers with half-tracks are guard units. The key designs are MG guard (heavy MG), MD guard (repair), CO guard (truck), SC guard (sensor), and AS guard (mortar, or Assault). Start with 16 MG as they are your crack troops. Then follow with 4 MD, 2 SC, 14 AS, and finally 4 more MD. All but the MD should be high rank.

Send MG 2 back to the LZ in case anyone escaped and have MG 1 sweep the NW corridor, destroying everything in its path. Send 8 MG and 2 MD guards in, rename MG 1 to MG 3, and then have the new troops as MG 1. This is the away group for the next mission so set them up now. I put my best troops (all heroes) in this group, as they will have a tough assignment coming.

I was hoping for a larger mission here, as the NE corridor is empty and inaccessible. A third base with another artifact at the end wouldn't hurt. I would have MG 1 run the hilltop to whittle the defenses while MG 2 breaks in. The mini-pod would be an obvious choice here as the scavengers are using it.
 

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Alpha 5


Alpha 5 needs careful prep before you leave--set the timer accordingly. MG 1 enters the transport; groups 2 and 3 are recycled. Now set your focus on the mouth of the southern road. Set the factory points along a line in front. Now you can launch.

Set to combat speed (0.5) before landing. If you left the scout in Alpha 2 alone you will just get a warning, otherwise the New Paradigm will send an assault team at your LZ and you are not ready for that now. Split your team into 2 squads of 4 MG, 1 MD each. Move one team into the southern valley and up the road east of the low corridor. The other stays on the plateau and heads for the promontory.

When either squad makes contact with a base you can send another team. I chose an assault team (7 AS, 1 SC, 2 MD). Send the squad on the promontory back to cover the LZ. The other squad is to take out the hilltop defenses and the southern towers of the scavenger base. Then they head for the enemy position in the SE corner. Not even buses with cannon have a prayer against your guard units. Once they are gone send one MG to the end of the corridor to clear it while the rest head back to the low corridor near the enemy base. Once the SW point is clear send the whole group to the corridor just east of the promontory.

The assault team (AS 3) should arrive while MG 1 reforms. Name it and move it MG 1's position. Quickly send another combat team (MG 2). When MG 1 is together and healthy have it break into the scavenger base and take the artifact there (light cannon). Don't finish them off just yet... it's likely that a forward detachment of New Paradigm rocket hummers will engage and there is also another group of scavengers in the NE that will come down if their base falls. That's not a sandwich you want to be in.

Once AS 3 is in position attach the AS units to the SC and commence the assault on the towers. Run them from south to north. The New Paradigm will recognize you as an enemy now if it hasn't already and send an attack force (rocket hummers, MG hummers, medium tanks, and a medium commander). MG 1 will have its hands full... be ready to have MG move back to MD's quickly.

I originally had fewer elite troops and used rookies for the AS teams... now I use experts for all, including SC. It helps a lot, trust me.

MG 2 should arrive by now. Set the timer to 0.3, you have work to do. Quickly designate them and have them join the fight. The last assault team (AS 4) should also be loaded and sent. MG 1 only needs to fend off the attack until MG 2 can help.

When the NP strike team is in retreat then move into the valley and finish off the scavengers. Send all three teams there, out of the base guns' range. That NE scavenger band will come in now. Let them come to you; don't go up the hill under any circumstances. Use AS 3 to hit the outer defenses while MG 1 provides cover. MG 2 will cover the left flank of the AS team against NP troops when it arrives.

Once the hard points are down start reducing the bunkers. The flamer bunker's short range is now a serious liability. The MG bunker should be the next target for the mortars. The combat teams can provide close support now and even help reduce the bunkers.

Once the bunkers are down have AS 3 target the repair facility (pyramid with crane). Have the combat teams knock down the walls in preparation for the rush. Have AS 4 head for the base once they arrive, but it should be all over by the time they get there.

Now you can wreck the base. Once you have room to rush send in both combat teams and kill the units first. When the repair facility falls have AS 3 aim for the near tower on the mountaintop, then the factory. Have AS 4 target the HQ if there still is one to hit. Send one combat team to the ledge below the far tower where the oil is and let other have fun below. The NP base has 3 artifacts: command relay tower, factory module, and hardcrete. I cleared the base within about 12-14 minutes.

Send CO 5 to prep for the next mission. Once launched rebuild the 16 MG you recycled earlier. There is enough material here to keep 5 research facilities busy for a while. Try to leave dead-end techs (bunkers, towers, and the cobra) for last if at all possible, but keep all 5 facilities busy. The factory upgrades are the slowest and most useful.

You can build a command relay post here, and you should do so quickly. That way you can research the command turret at your leisure. It will not take extra time but will use the time you need more productively.

This is when I really wish that the Twin .50 MG were available. 200 body points, 960' range, 80 ROF, 54 base damage, 900lb weight. It would require twin MG, heavy MG, and factory module, and later twin guns and AA would depend on it. This is the kind of weapon that would deter the move to cannon until the heavy comes online.

Don't design the new units yet--your factories can't produce them. Move all your troops into the valley and separate them by type. Once you have the repair facility have the CO build one. Any troops recycled and rebuilt will arrive at the factory points back home, which I placed in preparation for the next mission. Both factories and repair facilities can do this.

You don't want all of your units sent there, especially your top troops. Since you just built 16, you only need 4 more. That means you recycle the MD, SC and 2 AS units. Rebuild them as MG. Place all remaining combat troops in group 3.

Now you can design new units. Medium (cobra) half-tracks are light tank/heavy guard units. Name them as tanks. Keep the .50 MG--the chaingun will make it better and the cannon isn't there yet (ROF and damage too low). The weight will slow you down, too. Twin .50's would make the decision easy for almost any player.

When you research the command turret replace the sensor with it. The new unit is CMD (command) guard or tank. Commanders have special uses. First, they direct all troops assigned to them. Second, they act as spotters for mortars like sensors, and that's their primary role in the next mission. Third, they can act as mobile factory delivery points. Last, they can spot for fixed artillery (assign fire support for 1 CMD at a time).

Commanders are selected separately from other groups (ALT 1-9), so the groups built around them will be called 1'-9' and based on their primary combat units (MG, MB, or AS, usually AS). Their "weapon" is really a tracer that does so little damage that only scavengers need worry about it.

When your research and production is complete, send a CO up the NE hill and greet the NP SC that you met in Alpha 2. The troops will give him a warm reception and finish the mission. All this took about 25-28 minutes game time.
 

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Alpha 6


At the opening of Alpha 6 set the timer to 0.3--things are going to be frantic for a while. If you did what I told you in Alpha 5 your army will now be at the mouth of the road. Set all units to flee at medium damage. CO 5-9 should build factory modules now. I had CO 8 west of the front build a quick repair facility. There is no time to move the factory at the LZ now, although you will later.

That road is the conduit for the NP assault. The mini-pod hummers you see first are cannon fodder. The tanks that follow are more serious trouble. Mortars are not very effective unless attached to a sensor and I didn't want to waste energy on them. Place the front line troops in one group (MG 4). Recycle group 3--at 28 units there won't be any recycle headaches.

You are carrying out two missions here, one combat and one fortification. Combat comes first. 20 MG will lay waste to just about anything the NP can throw at them, and the repair facility nearby will hopefully prevent any losses. The others at the LZ can be recycled right now. They will get rebuilt while the others cover the base.

As factories come online you will want to start your new production (12 MD first). Add 3 CMD, then 8 MG. Assemble MG 1 (8 MG and 2 MD) and assign 2 MD to each of the CMD.

Notice that your commanders have lower rank than your other troops (2 fewer ranks in fact). CMD require many more kills to attain a rank than a normal soldier, but they get credit for every kill made by a soldier under their command along with the soldier himself. That's why I wanted my absolute best soldiers there.

When the CMD are built assign a factory to each one (not #1 as it's too far away). Have those factories built 7 AS each. MG 1 will allow MG 4 to retire once at least 16 combat units total are built. Start building the other 16 MG right away using the remaining factories. The new MD's can help protect MG 1 and MG 4 until then.

The NP attack is in 4 waves: two with hummers, then two with light tanks led by a commander. MG 4 will likely be there for the whole show. When the last wave is in retreat or relief arrives then recycle MG 4 and finish production. Thus ends phase 1.
 

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Now you can hit back with your new troops. You only need MG 1 and the AS teams right now and the latter will gain reinforcement as you go. Set all troops to flee at heavy damage before you start. You won't be dealing with too many hills so you can keep the timer at 0.3.

The bunkers are your primary targets--have one AS each on the back ones (flamers) while MG 1 provides cover. Expert mortars with expert spotters make a deadly combo. The scavengers you see first are pitiful... the NP AS units are trouble. They will flee if damaged in an attempt to lead your troops into the bunkers, especially the flamers in the rear. Stay back as much as you can; have an AS target one behind the bunkers. The CMD MD's will help keep MG 1 in good repair.

NP SC units tend to be weak (hummers) and charge to their deaths... if they stayed back and directed the AS you would be in trouble. My forward CMD are much tougher (half-track cobra) and attended by two MD's each. Very rarely have I seen one of my CMD in the red and I have yet to lose one. The MG are more vulnerable so use them only to strike NP AS that get too close.

Eventually the bunkers will fall. Have MG 1 charge in and take out the now exposed NP AS. Two scavenger bases will be revealed. One nearby has an oil well while the more distant one is a major complex with bunkers and towers that will give even your new troops trouble if they're careless.

The NP force coming from an opening to the NW is the more serious threat... repel them before taking on any new responsibilities. Use all 3 AS and MG 1 to drive them off. Let a CMD or two take point to take pressure off of the weaker MG. You want to clear the road of AS so that MG 2 and 3 can come in. Mini-pod towers and CMD are a nuisance--tanks and MG hummers take priority.

Send AS 1' west after the fleeing NP and discover their forward base. The others head north to reduce the scavenger stronghold, starting with the MG bunkers. Organize MG 2 and 3 and send them in with CO 9 to claim the oil well. When MG 2 and 3 arrive send MG 1 west to cover AS 1'. MG 2 runs the gap west of the stronghold entrance and circles around it, hitting at any defenses in the area. MG 3 covers AS 2' and 3' from any scavenger sorties.

Meanwhile AS 1' targets the NP base, starting with the towers on the southern entrance from south to north. More NP will sortie to defend so have MG 1 nearby meet them. Cover the AS units, not the CMD. When the towers are gone have AS 1' help MG 1 mop up the NP units and then head north. MG 1 breaks in and takes out the NP towers and factory (artifact: tracks).

AS 2' and 3' enter the scavenger stronghold once the flamer tower falls (have MG 3 take out the covering walls). With the covering MD's the AS's will direct devastation on the scavenger defenses and facilities (artifact: mini-pod). The circling MG 2 will enter from the east, hopefully with no NP pursuit.

The front door of the forward NP base has a line of tank traps, three bunkers, and three forward towers. It also has a repair facility. A passage behind leads south to the factory you smashed earlier, so MG 1 now has a passage into the rear. AS 2' and 3' exit the north gate of the former stronghold and join AS 1' in the assault on the forward bunkers. MG 3 clears the tank traps, and then helps too. MG 1 moves in the rear to level the repair facility and forestall any NP reinforcements. MG 3 takes a side path to the east edge, but not to the end. Have CO 9 follow MG 3 into the canyon--it has an important support role there. When the forward base crumbles then phase 2 is over.
 

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It will take some time to reposition your forces for the next phase so prepare your fortification teams. First have CO 5 back at HQ replace a research center with a relay station. Your research will not be as demanding as it was in the last mission and you will relocate it later. When that's done then ring the area around the HQ base with mortar pits. These will cover the nearby oil wells as well as the base itself.

Each oil well will need a ring of mortar pits and a ring of towers around that. CO 6 is to head to the LZ to dismantle the factory, then head for the oil well at the old flamer base (NW). CO 7 is to fortify the SE hill oil area. CO 8 is to fortify the new oil well you captured. It will need a sensor tower nearby. I ringed the western area with sensors back in Alpha 3, but the new eastern well obviously lacks one.

The cannon towers will do for now. The mini-pod, both as a turret and a tower, is a pathetic joke. That's why I thought it appropriate to make it available sooner (Alpha 4). Even with all of the HE and speed upgrades (38 damage, 150 ROF), the lack of HP makes it worthless. The Lancer Rocket that follows soon after is no joke, though. Again, ROF limits its firepower and it adds little if any HP. The Lancer should have been in the scavenger base instead of the mini-pod.

The rocket and cannon towers are your principal fortifications. There is a limit to the number of defenses of one type that you can build, as I eventually found out. I started with mostly Lancer with MG on corners, but with NP armor improving the latter will be obsolete soon.

This is a good time to teach line fortification techniques. If you click and drag a build location along a line, the CO will build the selected item at each location along that line. This only works for structures that can be placed side by side like walls, towers, and bunkers. Don't assign multiple CO the same line, especially in tight places like cliff edges. They can get permanently trapped there. This should keep the CO fairly busy while you continue your assault.
 

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Have MG 2 follow MG 3 and CO 9 into the canyon, and then the AS teams. Leave MG 1 as a rear guard. The canyon approach keeps you east of two important things: a major hill fort with towers and mortars linked to a sensor and an isolated sensor tower. The mission ends when all NP assets are destroyed and that tower is the ideal candidate to save till the end. It would certainly be destroyed if you took the highway and you would be caught between the fort and the LZ with NP units coming from two directions... not good.

When your units are in position move MG 2 and 3 into the more open area. This will trigger the NP LZ update. Have CO 9 build a repair facility just NE of the canyon exit to not block your advance. Even with this encircling attack you will need it. Your MG will fire on the incoming transport to little effect. When you can see the enemy LZ towers have the AS target them, hopefully before the NP troops arrive. Have the AS target any tanks while the MG take out lesser units first. Once the NP is engaged send MG 1 through the canyon to cover CO 9.

When the surviving NP and scavengers are in retreat continue circling the LZ on the eastern side, taking the tower there. NP transports have rather random loads, but the LZ guards are tanks. Have both MG 2 and 3 go in first so they (and their MD's) can cover each other. That power station is a distraction--get the tanks first. The NE corner has an oil well with two towers. AS 1' gets the oil well area, AS 2' gets the power station, and AS 3' enters the enemy LZ.

Destroying the last tower effectively destroys the LZ. The LZ is a good vantage from which to start on that fort. Hit the sensor first to silence the mortars, then the eastern towers, and then the eastern mortars (get the walls in front first). Have the other teams circle to the north of the fort, where the entrance is, in the meantime. MG 1 is to cover CO 9 from any sneak attack.

Your maneuver will cut off any potential attack on the rear guard, so move CO 9 to claim the new oil well with MG 1 covering. AS 1' and AS 2' smash the fort's towers with MG 2 or 3 for cover. When they're down send an MG team through the fort to the other side, followed by AS 1' and 2'. The AS will finish the fort and get the artifact (Fuel Injection 1). Some scavenger assets and NP pod towers lie west on the plateau, easy prey for MG. Have the other MG follow if there's room. AS 1'-3' and their trailing mortars bring up the rear.
 

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Now for the list of areas to fortify before you build the plateau base.

1: HQ. The wide north entrance needs to be narrowed. Lancer and Cannon towers make a good wall... leave 1 square for an opening. The opening needs to be extended north and south with towers to make a 5 square passage. The wall needs mortar pits behind and lancer bunkers in front. Space them so that a truck could visit each and every structure and repair them if needed. Place a dotted line of flamer bunkers ahead of the lancers. Now the rockets and mortars can cover a reckless attack on the flamers.

Some of the surrounding narrow passages can be fortified also. Place Lancer tower at the entrances and mortar pits in the back. Leave room to move. CO 5 has responsibility for this area.

2: Flamer base oil well. Mortars ringed with cannon tower. CO 6 has responsibility.

3: LZ (CO 6). Put towers on the outskirts, especially just north (covering HQ also). The nearby oil well needs tower protection. Lancers on the north side will do nicely for now. Replace the factory there with a Repair Facility. The plateau south of the LZ needs cover also, as I later learned.

4: MG outpost oil well, nook east of HQ (CO 6). North and West wall has rocket towers (again covering HQ). Oil well and south wall have mortar pits, the latter helps with the LZ oil well. Road past the nook is narrowed and covered on the north and south passages by 6 cannon tower, 3 on each side. CO 5 may assist when it finishes with HQ.

5: Power Module oil well, SW (CO 7). The cannon towers are at the edges of the hill. Interior corners, when they don't deny access to structures, will have rocket towers. Mortars surround the well. The nearby SC towers will need some tower protection as well. When CO 7 finishes have it dismantle the factories there for relocation.

6: Scavenger oil well, south of stronghold. Mortars ringed by cannon tower with nearby SC tower and more tower. CO 9 starts the job; CO 8 will finish it.

7: Scavenger stronghold (CO 7). Towers on the SE hills, two SC towers ringed with mortar in the interior, and bunkers (lancer behind flamer) covering the entrances. Also add one or two repair facilities here. This is a big job.

8: NP oil well in the NE corner (CO Cool. SC tower at the north edge of the hill overlooking the road with rocket tower cover. Put more towers on the hill leading past the oil well to the south outcrop with room behind to move. Mortar pits around the oil well except near the Lancers.

9: NP LZ (CO 9). Rocket towers form a perimeter (there may be some leftover NP walls, leave them). SC tower with mortar ring in the interior. SC towers, especially if isolated with responsibility for mortars, need protection, and towers are best. The NP was sloppy with their fort and I took advantage. What I have shown you is standard fort procedure. Also be sure to leave space so CO units inside a fort can reach and repair all assets.

10: NP hill fort (free CO, likely Cool. Place rocket bunkers below on either side of hill entrance. This is a standard fort. Some squares might be unusable.

11: Hill east of north road, opposite site 8 (free CO). This is another standard fort. Extend the towers into the area where the NP mini-pod towers were to assist site 10.

This is a gargantuan task requiring a huge CO fleet and a power reserve to match. This is the side benefit of taking all that time in Alpha 1 to train your troops. Most of it will be done after the combat is over. Keep CO 5-6 in the NW lowland near HQ. The plateau base lies just east of it and the areas below it could use mortars to assist.
 

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The scavenger base in the far north is easy prey for a staged attack by a lone MG group. Don't just charge in--they have a flamer tower or two. Another heads west with two AS groups staying well north of the valley highway. The last AS and MG turn sharply south, keeping a hill between them and the highway.

The NP has a large base here in two sections. One is in the valley where the road leads. The other is NE on a plateau overlooking the valley. Since you can hit that without tripping an alarm, do so. Once the valley base is spotted you'll get another update and trigger another LZ. Delay this as long as possible.

Scavengers will respond to the plateau attack so have an MG group for cover. Hit the bunkers with the AS then send the MG and AS in to clean up. This will likely set off the alarm. The second that happens send one MG west (right) of the road and place another at the mouth. Four MG bunkers cover the road in, so have the rear AS work on them. Place the plateau CMD near the corner to take fire and direct the counterattack.

When the road hazards are clear send the other AS west of the road. That valley is about to become a major kill zone, first for the base (scavenger and NP) and then for the NP from the transport. Wait for the NP to die before advancing. Again you will be circling the right flank with 1 MG in the lead, 2 AS behind it, then the other MG. The AS team on the plateau comes into the valley to claim the prize (research module) and clear the southern towers.

The second LZ also has 4 towers. You could have struck one or two of them while advancing on the forward factory with the track artifact but that would have been a waste. With no unit protection they are easy prey. Once the LZ falls the last combat phase is over. This should occur within 40-45 minutes if you do it right.
 

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When CO 5-6 is finished with their work, including the research modules when you can, have them build mortar pits along the eastern slope of their region, especially in any nooks and near the sensors. You will be building a new base in and around the valley where the NP base was. One factory (#1) will be in the NE corner of the valley. Two others, #2 and #3, will occupy the plateau just NW of the base where you sent the flankers. #4 and #5 will lie in the plateau area where the NP HQ was. Build all 3 modules in each factory. Leave a gap between them and any future perimeter defensive works.

The valley also needs a repair facility and a research center. That's why you relocated one from HQ. Don't block travel in and out of the valley as it's bad enough as it is. Build another repair facility on the small hill north of factories 2 and 3.

The plateau area around the factories and the perimeter of the valley base will need fortification once the main facilities are in place. As usual use towers for the perimeter. If you run out of Lancers use cannon. Leave the SE corner open for now... I will explain later.

Move your troops near the factories and save here in a separate slot. This is another very tricky recycling process and you want an opportunity to undo a mistake without losing a lot of combat and fortification work. The new designs replace half-tracks with tracks and introduce the Lancer and cannon to your forces.

The Lancer tank is an anti-tank, or AT unit. The cannon unit is a main battle tank (MB). Combat teams will now have 4 MB, 2 MG, 2 AT, and 2 MD units. The MB are for soaking and dealing damage, the AT are for demolition, and the MG are to rip any scavengers to pieces. AS teams will stick with mortars.

I split the earlier recycling into two parts for a reason. You can only recycle so many units at a time and preserve their experience. I think the limit is 32, and you have 48 experts to recycle. So I have to recycle in stages.

You will want to build whole teams at once. This way it will be easier to select loads for away missions later. The only exception is the CMD units as they need your best troops. Put the factory points on the plateau between the factories and the north scavenger base for now.

Start by recycling the CMD and MG 1-3. Rebuild the CMD. The AS teams start off. Assign all FP to CMD 1 and build 7 AS and 2 MD. Assign empty queues to CMD 2 then CMD 3 and rebuild all 3 AS teams.

Then select all half-tracks and recycle them (your CO's are on wheels still). Detach the FP from the CMD and they will return to the last location you used, in this case the plateau area. Build the MB teams one by one. Check your teams before proceeding--if any combat units are rookies you made a mistake so reload the file you saved and try again. MD and CO units can't kill anything so they never gain rank.

You also want to preposition your CO teams. CO 5 covers HQ, CO 6 covers site 11 (see above). CO 7 covers site 7, CO 8 covers site 3 (LZ), and CO 9 stays in the middle of the valley base.
Place the FP in the valley near site 6, preferably spread out a bit.

MB 2 and 3 are to join the AS teams around that SE corner. MB 1 is to head back to the LZ for away mission duty. Set it to return fire as it will pass by that NP sensor. Have MG 1 clear the debris (houses, cars) on the way back to the LZ. Have an AT from MG 2 follow, also on return fire, and position it near the tower. He's the executioner. When MB 1 arrives set all units to flee on heavy damage and free-fire. That will end the tower and the mission.

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cegrocks
Posted: 08 Mar 2006 07:30 am

wow a very good job with this spoiler... I like it a lot. Next time i play the campaign (i already beat it so i don't play it much) ill try it out. Rolling Eyes



armigus
Posted: 08 Mar 2006 08:21 am


All the work you just did will go a long way toward setting up the rest of the campaign. This next mission will be very short as you did nearly all of it during the last mission and then some. You need a forward base on the plateau and I went all in (5 factories). This will help later also. The base needs a repair facility, a research facility, and some towers and/or bunkers. Only the last piece remains.

The big reason I left the SE free of structures is that the NP will send transports to attack you. It's possible to fortify the area so thoroughly as to make landing impossible, in which case you actually lose. That open SE corner is really bait for a trap. Have CO 9 in the valley base and the others out of sight north. Any other landing site on the plateau will trigger a vicious response from the fortifications.

When one load arrives defeat it then start fortifying that SE area. This should be over very fast.

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Your away team is already in position... send it now. You will be following a tortuous path from this LZ to another. You will meet scavengers at first. The MG units will do the most damage quickly. Let an MG finish the nearby outpost off while the others continue. Scavengers are really pathetic right now.

As you enter the low valley you will discover the NP base. Their CO units will sally to build defenses with MB and AS cover. Give them a quick hello and goodbye and run for the other LZ hard. Once reinforcements are available send an AS team. Their mortars will help defend the LZ. This will be a nasty 90 seconds-your MD's will be very busy.

Incoming AS groups are not automatically linked to their CMD-you will have to do that manually. Keep other units away from the LZ to make that easier. You will need one more MB and the other two AS-send the MB first. Have CMD 1 climb the low hill and help fight off the NP assault. Once they retreat emerge from the LZ area.

The AS should start on smashing any nearby bunkers and towers while MB 1 covers. MB 2 is to hit the scavenger base in the NE corner. This area leads to cliffs overlooking the NP base. The pod towers here can be simply smashed, especially by the AT. The front entrance is very well guarded, so sneak in the back. The factories go once the upper defenses fall, then other base structures.

The other teams slug their way through the valley. Let one AS focus on structures. MB 1 is to focus on units when they are present. The other AS will hit structures barring a heavy NP sortie. Show no mercy. Call in CO 9 while you work. Have it build a repair facility just outside the LZ zone.

When you finally break through claim the artifacts MB 2 exposed for you. The Bug is NP's light body. It's just a stepping-stone... only medium and up for you from now on. NP bodies were actually designed for speed and have less armor and HP than your troops. Their thermal rating is exceptional, though.

The Rocket Artillery is interesting. It might be good for replacing MG in your combat teams-I didn't. The heavy mortar and composite fibers are the big prizes. The former replaces the mortar you use now while the latter automatically improves your armor and HP. That's why the NP seemed equal or better in strength-they were compensating for weaker bodies with tech.

You will be called back to the LZ once you are through. With all of these troops it will get crowded there so churn just the AS units. By selecting all units or all tracks and having them move somewhere you will detach them from the commanders so you can recycle them alone. Once they are built your research should be complete so send your remaining troops home.

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frylock
Posted: 09 Mar 2006 03:05 pm


i suggest to make some nice screen shots to go along with this, just in case someone does not understand the areas of which you are talking about.



armigus
Posted: 10 Mar 2006 08:32 am


Screenshots might be used for a broader work, say an opus for the Documents Project, but not in forums.

 ( your correct there armigus   <=>  lav_coyote25)



This is another away mission. The LZ here is rather crowded. While MB 1 or 2 makes its way to the transport adjust some of the FP if need be. When the transport is full then launch. You have some new research also, so start it while the transport loads.

The incoming transport will expose a lot of the NP base on arrival. Transport is a 3-minute trip so load up another MB team fast. Leave one MB, one AT, and one MD at home. Send the others after the scavengers that the transport found coming in. The scavengers have two outposts on the southern hill. Leave the MB guarding the pass north and send the others in. The MG was built for this and the AT can assist with structures.

An NP sortie will eventually show up. You will get your first view of cyborg units. They are cheap cannon fodder but pack a wallop with the right weapons. You won't be using these any time soon. When the scavengers are done send the other forward units to help the MB's. When the NP retreat fall back to the LZ.

When the other MB arrives start sending AS teams. You want all three, then the last MB. You will be running all of them through the spin cycle.

The new MB is to head north, keeping the west edge. Have an MG from MB 1 on that north slope for cover. MB 2 will meet a lot of scavengers. One or two on the mountain might bypass your sortie and make a run for your LZ, hence the covering MG. A sizable scavenger base is around the bend to the east. Don't aggravate the NP base just south until you are truly ready.

When AS 1' arrives assign it and send it north after MB 2. That will buy time for AS 2'. You will be hitting the NP entrance from north and south at once, overwhelming the defenses. Don't try the circling move this time. A pass east, then north leads to the cliffs above the rear base. It also targets an isolated asset, in this case a flamer tower, which you want to save for dessert. Have the covering MB 1 clear debris when not fighting off NP sorties.

When AS 2' arrives have it and MB 1 head east, taking the early north passage. Call in AS 3'. Once AS 2' is in position to strike the SW towers have MB 2 and AS 1' strike from the NW. Again, AS teams target structures and MB teams target units and sometimes walls. You might want to get the flamer tower in the SE part of the forward base to draw out the NP.

Have AS 1' destroy the repair facility at the earliest opportunity. AS 2' will be busy with bunkers, busy enough that AS 1' and maybe AS 3' will have time to come in and help. Collect Automated Factory Production 3 once the forward base falls.

The NP has an LZ in the rear base with rocket towers on the cliffs. These are priority for the AS when available. The entrance to the rear base has more bunkers for AS 1'-3' to smash. Keep MB 1 and 2 nearby to take on transport sorties.

Call in MB 3 when AS 3' arrives, then CO 9. Have the AS go after the LZ towers and cliff defenses while the MB feast on the base. At last you will have the synaptic link you were sent for, but the next level of composite fibers and the Python body you started on at the outset will be of more immediate help. The Scorpion Body is the NP medium body, useful for rear guard units such as   CO  and AS . The Python is the best choice, though.

The tech trees have you gaining Synaptic Data Analysis 1-3 shortly after you get the link itself. I never saw them, but I did see the techs that were supposed to follow from them. Hmmm...

It's time to save in preparation for another cycle. For some of your units it will be the last cycle this campaign. All units use the Python body. You can track the skill of your new troops in the transport load screen. Keep the research going during the process.

As before build the CMD first, then whole teams one at a time, starting with MB 1. Recycle half of your army, start the queues, then recycle the other half when you have at least 16 combat units rebuilt.

Send in MB 1 when it is ready. Its job is to finish that last tower. You also want it near the LZ for away duty later. Go all the way east, then north and up the hill. It's not too far. Make sure your queues are finished and all troops kept their skill before mopping up.

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This mission stays at home, but it is rather daunting. CO 7 will be busy with repairs. The NP strike the following locations:

1. SE corner, cyborgs followed by tanks (site 7). The latter is the more serious threat unless you act fast.
2. NE corner, along the north road (sites 8, 10, and 11), same deal.
3. Eastern center, near the scavenger oil well (site 6). Transport only.
4. Plateau above LZ (site 3). Transport only.
5. NW area just south of flamer base oil well (sites 2 and 4). Transport only.

Strike areas 1 and 3 are the worst threats and that's why the FP's were placed in that area. Your fortress at site 7 will have little trouble with the cyborgs, but the tank force that follows has mortars that will slowly break it down unless help arrives fast. The others should land in your kill zones and die very fast. If you fortify an area heavily they won't even try it.

I learned the secret of dealing with this from my preparations in the NE. NP needs room to move in its troops and there is none in the north. Only one tank can enter at a time and your towers and mortars will smash them. There is room in the SW for a whole team (4 MB, 1 SC, 4 AS) unless MB 2 and the AS teams can get there and cut them off.

My initial preparations were not as thorough as they could have been, especially at site 3. The path to the LZ was secure, but the cyborgs went south and took out some of the sensor net I placed in Alpha 3 before a MB team caught up with them. I also had MB 1 near site 7 at the beginning and they were nearly back at the LZ at mission end. Total NP kills numbered 100.

BTW, try to use a spare moment to circle the FP around the LZ again. Keep some distance and make access to the transport as easy for all as possible. Build a cyborg factory at HQ with CO 5 so you can research cyborg tech during the fight. Two critical cyborgs, the mechanic and the engineer, didn't show up and may also be missing.

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This is a light mission if done right and fast. Have MB 1 board right away. Your LZ is in the SW corner. Reinforcements are fast at 1 minute. Send an AS unit, then the other MB. That will be all you need. Don't crowd the LZ with returning troops.

The road east leads past two scavenger bases, one south of the road and a large one in the SE corner. They are mop-up duty for MB 3. The constant flow of troops should protect the LZ. Send MB 1 into the valley with no delay. Scavengers are so many flies to swat now.

If you really rush you should intercept an NP team on its way south through the valley. If not you will have to chase them to their LZ and that won't be fun. With MD units to refresh whomever the NP focuses fire on you will gain the upper hand quickly. This team has the artifact you want (heavy cannon). Research it and its associated tower.

AS 1' should already be in the field with MB 2 on the way by now. Have MB 1 go east, then north through the pass there. The NE corner has another scavenger base. AS 1' takes the valley road north, discovering NP positions with a CO nearby for repair. Get the CO first, then the towers. There is a hill road leading to that area where MB 2 is to go.

You might want to give MB 2 4 MB, 4 AT, 2 MD and MB 3 4 MB, 4 MG, and 2 MD. That last group is to take out the southern scavenger bases and you will want more punch in MB 2 for duty against NP. Call in CO 9 when MB 3 arrives to build a repair facility near the LZ for recycling.

When MB 1 clears the NE corner then head west and finish off the last scavenger tower. That will remove the tank traps for MB 2. Have AS 1' follow MB 2 when the nearby towers are down. The NP LZ lies just ahead with a few NP AS for cover. The NP has discovered the value of rocket hard point, but with two MB teams and an AS they are dead meat. Take out everything. You should have 18 minutes or so to get back.

You will only recycle to build MB with heavy cannon. The three MB teams have 12 MB units among them and these will be upgraded for the next mission. Leave 2 MD and 2 AT in MB 1 and MB 2. Place the MG and the other MD and AT in group 3. Having all units head for the repair facility should disconnect the commander from his troops. Assign AS 1' to group 4.

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At last you will be ready to smash the NP once and for all. This mission, like Alpha 6, is divided into stages. As always I will be teaching you from my experience and mistakes.

Loading the transport fast is priority 1. Move group 1 in the transport with 6 MB and move the other LZ groups out of the way fast. Two AS groups should still be at site 7 and they will be coming. Recycle groups 3 and 4 for phase 2 duties.

You might as well say goodbye to old CO 9, too. You only want 3 trucks left at the end of this mission, as you will be moving on soon.

MB 1 is to cover the LZ. It will be a hard 2 minutes. Call an AS team fast. This is a fairly unique map with the water element. You start in the SW.

The NP strike team is nasty with a fast SC you want to block from reaching and disrupting your LZ. Set to flee on heavy damage. With the SC gone their AS will have a harder time. Get the MB next, then the AS. Send AS 1' to the shore north of the LZ and call in MB 2.

An NP naval attack will follow. Actually these units are hover troops. They are very fast and can use the water as a highway. The downside is that they can't take much punishment. Between MB 1 and AS 1' you will kill most of them and drive off the rest.

When the second wave is gone have AS 1' head east. First take a short detour north and knock out the sensor and rocket towers there. Then head south again and take the pass where more towers wait. This area taught me not to use rockets or bunker busters in AS teams, where range is everything.

MB 2 should arrive soon. Call in AS 2'. Have MB 1 cover AS 1' while MB 2 covers the shoreline from further naval sorties. Smash the towers, giving priority to rocket positions when in sight. You will eventually find an artifact (hover propulsion). Now you are ready to use the water yourself. Once it is researched and the southern base falls phase 1 is over. Don't forget the oil barrels here.

 

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You are going to alter the mix of forces for this mission. Normally you had 3 MB teams and 3 AS teams. This will change to 4 AS and 2 MB. Call in CO 6-8 (9 units) once AS 2' arrives. Like I said, you will be churning CO units too, but not yet.

Have AS 2' cover until MB 1 and AS 1' return. The trucks will actually build an LZ fort here along the shore to ward off the NP navy. The rear area needs mortars and sensors. Of course, you will need a repair facility.

You will be building a navy of your own, 3 AS teams (1 CMD, 2 MD, 7 AS) and one MB team (8 MB and 2 MD). The cannon provides HP to regain some of the loss from moving to hover. That means that one MB team and one AS team have to be recycled. These should be new designs-keep the tanks. Also design a CO hover unit. All naval units are Python Hover for HP and armor.

When you have some fixed cover move the ground units a ways north but not beyond the mountain. As always, build the CMD then whole teams to keep the transport busy. Since two teams are staying the duration only 32 units are recycled at a time and you should have no trouble keeping ranks.

Send AS 2' east past the mountain into the open sea SE. From there it can strike at the eastern defenses. Send AS 3' north. It will hit a sensor base with naval units on a hill. They were meant to ambush an unwary ground assault from behind but they are sitting ducks now.

MB 2 comes next. Since NP naval assaults have been using the western approach it's only fair to assume that more will harass your AS teams in that area so cover them. AS 4' is to follow after AS 3'. Theirs is the big bombardment job. Build 3 CO hover (the new CO 9) and have it and CO 5 come last. CO 5 is destined for the recycle bin also. All remaining units flee on heavy damage.

The western sea has several sandbars with rocket towers and a volcanic peak brimming with bunkers. The eastern sea has a smaller bunker island and a tower sandbar or two. The peninsula has bunkers, then a bunch of tank traps with tower and bunker defenses. This leads to the high areas and the forward NP base. AS 1' is to clear the peninsula under cover of MB 1.

When you reach the entrance the NP will call back its outlying forces by transport. Cyborgs and tanks will meet you in force. It will take both MB and 2-3 AS teams to break them. AS 2' has an important task here: a forward repair facility.

The northwest area has a number of bunkers leading to the corner. When the NP counterattack is ground down send the western navy north to take down the bunkers. AS 2' is to head north along the eastern shore, locating the NP LZ. Once it is down the ground troops will have an easier time. When the LZ and NW corner are secure phase 2 is over.

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This last push is mostly naval bombardment and encirclement. The ground troops cover the last gap. You will discover a passage east into the rear of the NP forward base in the NW corner. That is the source of the NP naval attacks. Have CO 9 move up and place a repair facility on a nearby island. MB 2 will stay there and prevent any sorties. AS 3' and 4' will continue along the northern sea, blasting any bunkers they can reach.

Have AS 1' and MB 1 move up the island and clear bunkers with AS 2' assistance from the eastern shore. You will find another gate complex with towers and bunkers. This will be out of range for AS 2' so send it along the shore instead and discover the NP HQ.

This rear base has a lot of protection including mortar pits. Rocket towers are also plentiful. AS 3' and AS 4' will converge on this area from the west. They will also find some of the forward base including one of its two factories. The small inlet will also discover two mortars. The others are on the south side where AS 2' is operating. Any defenses that can attack your CMD get top priority, usually mortar and Lancer.

When the gate complex is in ruins then have the ground assault move up. A hill with a wall and a power generator inside is their next target. A CO will try to slow your efforts. Destroy the towers first, then a wall, then the CO, and finally the generator. Other facilities like a cyborg factory and relay station come next. The NW passage defenses and remaining power fort structures go next.

A team of NP hovers, including AT units, guard the last factory in the back. They are very dangerous in numbers and even the ground tanks will have their hands full. Make sure you have AS backup for this fight. Some may run west into the guns of MB 2. This factory has an artifact (composite fibers 3). When the area is secure recycle MB 2. It has done its duty and you need a tank force later.

Have the naval gunners focus on fixed defenses unless harassed by NP cyborgs. With their power supply and LZ gone that's all they can muster. When the towers and bunkers are gone send the remaining navy to the recycling bin. Move CO 9 up and build a recycling center near your forward troops. Save only the MB and CMD in the front line and recycle the rest once the factories are gone.

Claim the artifact (mantis body). Don't bother with it... the Python is better where you're going. You are going to need a new strategy for the next fight: Only 40 troops will likely make it to the next zone and there is no room for rookies. Therefore no MD or CO production. You will want 5 CMD (build 4) total with 4 AS each (build 20). That leaves 23 MB (build 17). Build the CMD, then the MB, and finally the AS. Start as soon as the navy is recycled.

Bring in any leftover MD and CO for recycling. You can do this any time, preferably during lulls in the battle. Leave the NP HQ until your production is complete. The NP is finally no more.

 

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Beta 1


armigus
Posted: 15 Mar 2006 09:48 pm

This is Beta Base. Mayday! Mayday! All units assist!


You are organized well enough to launch in seconds rather than minutes, and your new army is ready to go. Load group 1 right away.

Beta Commander wasn't kidding. This is a really desperate situation. A new enemy has a 5-pronged attack in progress on the last remnant of Beta Base. Three are mobile, 1 is fixed, and the other comes from above. Transport time is 5 minutes. It will take the transport and both Beta factories (1 cyborg) to pull this one out of the fire. Set all troops to flee on medium damage. Get another team in here fast (bring an extra CMD).

Alpha Base is capable of transferring power to Beta, but too late to be of help here. I still had a large reserve at Alpha and Beta could have used it for sure. Since I was playing on Hard difficulty that might be the answer but I doubt it. The instant I take over all reserve power at Alpha goes to Beta--period.

Send the Beta tanks to the east gate while your new arrivals cover the north. Send for another team pronto. The factory is to produce CO and fast. The CO Hover is ideal for quickly racing from one fire to another. You will need MD also. You won't be sending either by air. The first CO or 2 is to keep that factory operating. Collective (I will call them Borg) mortars have it in their sights.

The cyborg factory is just about useless. If I could make CO cyborgs that would be very useful as they see little frontline duty anyway. Build about 8-9 heavy gunners or lancers. Don't waste power on any research other than for cannon. Most of your power will go to repairs and CO/MD units.

The main strike force comes from the north. Smash the cyborgs first to take pressure off of your tanks. The base defenses will assist while they hold. The Borg have base structures just to the NE and NW, with the NE more telling. Lastly the Borg has air power that is focused on your HQ. You don't have enough CO to save the base unless you build more. Get a repair facility in place ASAP.

Your incoming tanks should fight off the northern strike team with help from the base. They should then knock out the mortar units to the west and relieve the factory. There will be more strikes from the north also, so keep group 1 in the area. Knock out the sensor tower nearby if you get a chance. The tanks to the east are for Beta team.

I tried smashing the SE LZ with Beta team and lancers... it was a fiasco. You need experts to fend off, then take out that zone. Assigning them to a good commander helps a lot. MB 2, with AS backup, can handle this. Send in the remaining CMD and tanks next round, with AS in any leftover slots.

Focus your research on cannon tech for now. Assisting the master tanks at the gate is top priority. When that's done turn to AA tech to really hit the incoming VTOL units. You might want to recycle interior defenses as they are road hazards. The north gate was built to slow the Borg but it also hampers sortie and flight for repair. That extra power will come in handy, too.

Don't build fixed AA yet--design and build AA tanks instead. Build as many as power will permit to a maximum of 10. They will fend off and eventually destroy the airstrikes.

Have CMD 1 aim at the NE base where the CB towers and HQ are. You will have to hit some walls before you can get the juicy interior. CMD 2 will lead the Beta forces in a joint assault on the LZ with MB 2 covering. You will probably lose some cyborgs, but better that than your elite tanks. When the LZ falls you will find an artifact (rapid-fire chaingun) and oil in the rear. The oil is actually more valuable right now.



Let AS 1' smash the NE base. Have MB 1 assist if an attack comes from the north. They will come periodically for the duration. That base has mortar pits linked to a new sensor called CB (counter-battery). That tells AS units and emplacements where enemy AS are and directs fire on them. This will wreak havoc on your AS units unless you knock it out first. Sadly, there is a backup in the rear, so get the mortars and HQ (improved engineering and sensor upgrade artifacts) instead.

If you act really fast you should be able to get a fourth group in, mostly AS. Assign them and 2 MD if available to AS 2'. Have Beta team join MB 1. Assign 3 of the new CO as CO 8 and the heavies as CO 9. CO 9 is to head to the basin west of the LZ area. You will eventually build factories there, power permitting.

Clear debris if you need to. The buildings are actually rather weak and go down easily. Meanwhile I will tell you where the artifacts lead. The rapid-fire chaingun leads to three levels of tungsten-tipped bullets. Improved Engineering leads to Supercrete and Hardened Base Structure Materials (3 levels each). The improved sensors lead to CB technology (turret and tower). I discovered in Alpha 6 that my MG tanks could hit the transport and therefore aircraft in general. The proposed Twin .50 would have had a support role even now.

Head straight for the oil well the Borg took out--oil is life. Get the barrels there also. Take out only the mortars in the NW and leave the MB bunkers there for dessert.

I have tech trees that state that I should have been researching Synaptic Link Data Analysis (three levels) by Alpha 10 or 11 and acquired Dedicated Synaptic Link Analysis by now. The sensor upgrade requires the latter. The Cyborg CO and MD should have arrived also. I got the HEAP Mini-Rockets in this process. I think there are some errors going on right now.

Not all of your teams will make it to the area. The Borg air force will turn on the transport eventually and shoot it down. Unfortunately that means 8 of my expert troops never get here. I'd rather they be AS than MB since a good commander can make up for rookie troops. MB teams use CMD only as a necessity.



Have the AA units just close enough to the last Borg bunker to avoid taking fire. Their job is to cover the base from any future air attack. The base can, for the most part, be guarded with units for the time being. Real fortification will come later when power is more plentiful.

Your new base will move from its present location to make room at the LZ. The HQ area is the basin south of the LZ (generators, relay station, research). The production center is the basin west of the LZ. Eventually you will have 5 factories here and maybe 1-2 cyborg factories. One regular factory with three modules will do for now.

Prepare a team of 5 MB, 2 MD, 1 CMD and 2 BB (bunker buster, new design) for the next mission and place it at the LZ. Back your other troops, especially the AS, off from the north edge once the latest Borg strike is smashed. Recycle the CO tanks--they are too slow for realistic use.


Now about that downed transport. Your mission is to retrieve it, or at least its cargo. I always like to keep an starting away team near the LZ--you launch right away and have more time in the field to do the job.

The BB's came along for a reason. Assign them to the CMD. They will be very busy as the Borg have bunkers and towers all over the place. The MD are mostly to help the MB recover from encounters with mobile units. Start with the north passage. That will give the BB some experience to help with the SE area.

MG bunkers are nuisance roadblocks. Rocket towers and tanks are threats to be dealt with fast. There is some oil to collect, too. You need it for research while you search. Don't rush this. I smashed this area with just MB and MD in about 12 minutes and went straight for the survivors. With BB assistance it took less than 10. The east passage is nastier with mortars and more tanks.

That's not to say you want to finish this quickly. You need the oil (barrels and oil well time) and experience for your newer troops. That means killing every wall and tank trap in the area once its secure.

The transport made a dent in the landscape on the way down (NE corner). It was then that I discovered another nasty bug. The contents were not what I sent but a generic band of rookie MB, flamers, and CO. I sent 8 special AS units and would have had 2 MD accompany them also. When I set a cargo on a transport that goes down, I demand that those exact units show up, including experience, at the crash site.

Those MD could have been busy patching up everyone else and possibly the transport, too. I would have has this mission extended to 45 minutes on reaching the transport with the goal of repairing the transport and clearing the map so that it can take off. Then you would have 2 transports for away missions. *Sigh*


armigus
Posted: 20 Mar 2006 06:22 am  

The old strategy guide said that this mission had no time limit. Well, it does (2 hours). The power transfer mentioned never really materializes. It will take fast oil captures and good time management to build any real base.

The Borg assault is nastier this time, with AT and BB units accompanying MB and cyborgs. Even the Borg neglect the cardinal rule of my forces: 2 MD per team, no exceptions. Set units to flee on heavy damage. Airstrikes will come from the NW, right into your prepared trap. Keep a CO team on station for repair.

The HQ area needs 2-3 research centers and 2 generators, all with modules. Move the relay station there also. Don't fret too much about production. You already have most of what you need, lacking perhaps a few AS units. $%@#! transport bug.

Save the northern gate for later when you have more territory for it. Move the FP into the area where the first Borg HQ was.

Have the CMD leading Beta Team lead the counterattack with support from the others, especially the AS. Those troops need the experience. Assign the cyborg factory to that CMD.

This mission will be very similar to Alpha 6, with combat and fortification phases. Be on the lookout for "dessert treats". You want to run the clock almost out to claim as much power as possible.



The fortification just north has two sections. The western one has an oil well and a factory. The eastern one has most of the defenses, including CB-linked mortar. Use the AS. I built 2 more BB and assigned them to CMD 5'. They are excellent for walls, bunkers, and towers but their relatively short range makes them a liability in combat.

AA units are useful only if you know where to put them. They cannot engage other enemies. I tend to prefer more versatile units and would consider MG again. With base structures you are limited only by power so specialization is not quite as important.

Assign the rookies you rescued to the Beta CMD (preferably 4'). Recycle the CO that came along with any flamers or light tank units. That group will probably need another MD. Split the AS units equally among the other three CMD. You should have enough MB for 3 regular teams (8 MB, 2 MD). One or two might be green.

The first fort isn't too bad. Repair facilities and factories are priority. You don't want Borg troops barging in on your demolition teams. BB 5' gets to smash walls and towers. Mortars go next when available. There is an artifact here also (Rocket Autoloader) that doesn't work.

I thought that the perfect dessert treat was a sensor tower west of the oil well behind the tank tracks. My mission ended with it in place once, so you might as well blast it and the nearby tank traps. When the area is clear then claim the oil but do not fortify unless with AA. Mortar in particular should stay far away.



Have Beta 4' take the center with AS 1'. AS 2' takes the far left (west) with MB 2 in tow. Place MB 1 between AS 1' and 2'. BB 5' goes around the east flank with MB 2 in tow. AS 3' goes just east of AS 1'.

You will see Borg units first. They seem to be waiting for something. Let them wait until you are in position. Have the CO at the forward oil well build one repair facility in front of the well, then have it move to the flanking BB 5' and build another one near there. Check your troop totals (Ctrl-U). If it's less than 95 then build 5 more AA tanks (Python Tracks). They will come in handy eventually, and maybe sooner than you think. Save before starting the attack.

When you are ready then have the AS teams commence the festivities. The Borg have two bases here. The small one with the HQ (Panther artifact) in the east has mortars behind the hill. They are for BB 5'. AS 3' gets the other HQ facilities. AS 1' moves from the central tower just west of HQ and sweeps east, taking down defensive walls and towers. AS 2' starts in from the east but will eventually sweep around the left flank.

The combat teams are to wipe out any Borg during this time. Try to keep back from the hill so damaged units can easily return for repair. Let Beta 4' take the brunt of any Borg counterattack. The CMD will keep the troops sharp and they in turn will gain experience, especially against cyborgs. Also any troops that flee will return the group once repaired.

Set all units to flee at medium damage. That will give the injured more time to get out of the line of fire. Borg like to chase injured troops so have MD ready to sustain and others ready to defend.

The buildings fronting the western base are a nuisance. The cyborgs and tanks there are trouble. MB 1 and 2 have that task. You will want another repair center or two in the west, so build one near AS 2'. Go south around the base defenses.

Borg sorties will be mild at first, mostly cyborgs. They might not be moving aggressively but they are producing aggressively. AS 2' will eventually be targeting the big factories in the NW (Hyper-Fire chaingun artifact). That will likely draw the main force there into battle. Let BB 5' do its job before that.

The western base is fronted first by a wall, then MB and cannon towers. The hill has rocket towers and sensors. CB-linked mortar line the rear and are for AS 2'. A research center (Inferno artifact) and the generator lie behind it. Those are for AS 1'. Have AS 3' join AS 1' when the cyborg factories fall. BB 5' can take care of the rear HQ area with MB 3 covering.

I have seen CMD try to enter the western base from the main entrance if they cannot immediately see a target I have assigned. If one starts moving east redirect it fast. Let no one enter that kill zone until the main Borg army is drawn out and dispatched. Retreat from there is almost impossible.

Not all of the bunkers and towers are assigned to bases. A few on the perimeter stand alone and I have seen the mission complete with some standing. Only the towers in front of and on the hills count and most really have to go. AA sites and sensor towers are good dessert.

AS 2' will meet some Borg resistance. With it's MD in tow and AS behind it should hold its own. AS 1' and 3' are to clear any walls blocking support from MB 1 or 2 to Beta 4'. When the cannon bunker NW of HQ base is gone have BB 5' retreat east with MB 3 covering.

Keep a close eye on the Borg on the western hill. Any major movement means that a major attack is coming. The AT are very dangerous. Back Beta 4' away from the hill and move the other MB to assist. AS 1' and 3' will also provide fire support, especially against AT units. With no MD or repair facilities they will fight to the death. I use both to preserve my troops.

The front entrance to the western base has more towers for the AS to knock down. When the main Borg army is down have AS 2' take out the other factory. Don't go after booty until it is safe. The base will fall from long range. Strike from afar and send CO 9 in to claim the prizes to preserve AA dessert.

Send MB 1 back to your LZ. The NW passage is your corridor for a later mission but not yet. Have any AA units there also for backup. I also recycled the more experienced Beta and BB troops with CMD 5 and built a tank AS group from them. Prep for the next mission. Also move the FP to the valley south of the northern Borg base. An MB team will carry out the execution once you have run the clock down.

Note that I don't build CB units: just CB towers. I prefer CMD to lead AS units so they can draw fire from them. You will use CB eventually, but not yet. Feel free to design them now.

AA teams will be needed from now on. AA need to be free to act on their own initiative, so attaching them to a CMD is not a good idea. AA teams will be 5 AA and 2 MD. This way CO 9 can accompany the AA.


Load MB 1 right away. You have 70 minutes. When they arrive call in the AA/CO team. The Borg have two bases, 1 NE and one NW. Have MB 1 clear debris around the LZ. You will see a rocket tower nearby to the west. Take it out fast.

MB 1 can head west with little fear of assault on the LZ if they keep south. Borg tanks sortie only if their base is attacked. Airstrikes are another matter but VTOLs cannot disrupt an LZ.

There are two bridges across the river and a waterway along the east edge. I tried a naval strike once and it went badly. Working south to north in search of mortars was a better approach but I switched to sturdier land units and did just that.

The big target you are seeking is a Borg CMD leading a convoy. You will meet it heading south from the NW base. They will run in the face of heavy resistance. Have the AA team follow MB 1 and protect them from airstrikes. Don't try to bait them out. The slow, steady approach will work and you will be building your precious oil supply in the process.

Now send AS 1'. They will also follow MB 1, staying south. CO 9 is to build a repair center near the LZ to protect fleeing troops.

The idea here is to smash the NE base while MB 1 and AS 1' blocks the western bridge. When AS 1' arrives call for another MB team, then an AS, and finally another AA. I still like the idea of a naval attack but I think it should come in last if at all so enemy fire can't concentrate on it.

This is a rough go so don't rush. Have AS 1' and MB 1 slowly peel away the north bank of the western sector. Keep AA 4 near the AS units for protection. The MD assigned to the CMD will look after it. Clear the horizontal line of tank traps to allow free advance and retreat. When MB 2 arrives place it near the eastern bridge but not too close. Borg mortars will open up on them if they stray.

When AS 2' arrives call AA 5. Don't get too busy with the NW base. It's too strong to take out from only one angle. When the NE base falls all units will converge on it. You can pick off the southern defenses at your leisure. Get the walls while you are at it. Stop only to engage any stray Borg hover units. They and their cowardly commander are hoping you will get greedy. Fat chance.

The eastern base can be removed in layers. Some Borg tanks will sortie from that base so don't get cocky. Borg bodies are slower but stronger than yours so they use light but powerful weapons like AT to compensate.



By the time AA 5 arrives the gates of the NW base should be visible with MB 1 and AA 4 across the river. AS 2' will start pounding the bridge guards in the east with MB 2 nearby. The incoming Borg are sandwich meat between MB 1 and MB 2. I doubt you will need MB 3. This will be an artillery exercise like Alpha 12 for the most part.

Have MB 1-2 and AS 2' converge on the forward mortars in the east. Mortar fire will come from the north. That's the next layer so be patient and chew the first one thoroughly. The AA at the LZ will help with the AS in the rear but not for long. Move some AA forward also.

Have the eastern force slowly advance north. MB get towers and AS get walls in front of mortar pits. When the forward mortars and towers are gone have MB 1 circle west to get the towers there. MB 2 goes through the holes AS 2' opened and charges the rear mortars with AS 2' on their heels. The rest of the base is candy. Be sure your newer troops destroy all of the walls before finishing the base for experience.

You will only see VTOL sorties from now on. They enter from the center of the northern edge. The eastern bunkers of the NW base have to go so the AA can get close and take out airstrikes as they arrive.

Have AS 2' head to the northern edge with their AS in tow. Have CO 9 join them and build another repair center.



Now you can lay siege to the NW base. The forward bunkers in the north go first, then the towers, then any wall between you and a tower or mortar. The southern defenses should be just about gone. When the mortars are gone then target Borg units. Like I said they are a cowardly lot and will only respond to MB that get too close. A few might get drawn out but you are ready for that. VTOL strikes are the real threat.

Don't waste time on unarmed units or structures. Those are for the MB. If you see new units built then get the factory. You might have to waste a CO to prevent it from repairing the factory. Eventually you see the craven CMD. He can't do much on his own so ignore him until his army is completely destroyed.

There isn't enough power for a recycle teleport. The AA are to cover the VTOL entry point. When the CMD is isolated then take him out and collect the artifact (thermal imaging rockets). That improves AT accuracy and leads to imaging for AA and AS also.

You will be called back to the LZ. Finishing the enemy base will also end the mission. At minimum let your research finish before cleaning up. Get the oil here also. Leave the Borg HQ for dessert. The last airstrike comes with 20 seconds to spare, so whittle HQ down to facilitate its quick destruction.


armigus
Posted: 26 Mar 2006 09:38 pm  

This is the pivotal mission of the campaign. The Borg airbase is your primary target. This multi-stage mission is very similar to Alpha 6 except the Borg aren't quite as aggressive at first. That will change soon: trust me. Set all units to flee on heavy damage and free fire.

For breakfast you will feast on a small cyborg base west of your staging area. This overlooks some of the Borg half of the field. Set your teams and hit this hard and fast. You want time to organize against a more serious Borg threat. While that is underway organize AS 1' and send it, MB 1, and MB 2 to join MB 3. Take it out completely but don't send a CMD in there. An MD or CO can claim the oil barrels while you move on.

The VTOL units that come this time are big, bad, and serious. Since I postponed building AA sites the central oil well will be the first target. Having AA in the forward forces will help, but CO 8 in the NW of your primary base will probably have to replace that well. Future air attacks will likely come piecemeal as a tank force prepares to strike.

Hopefully you kept the MB in the northern base. Bring them to the lowlands west of the base.
The MB teams will be moving quickly, including Beta. Get into position, then have the AA between the NW corner, where the airstrikes originate, and any isolated assets like oil wells and repair facilities.

The far NW oil area will likely come under fire, but the tanks north of the cyborg base get initial priority. Sweep north, clearing enemy tank sorties. Each CMD gets 2 MD and 7 AS if available. The MB teams are 8 MB and 2 MD. Two AA teams, 4 and 5, get 2 MD each.

You will notice volleys of rockets raining down on your position from the west. They are not very accurate, fortunately. They are beacons to your first target. Leave one AS and one MB team north while the others keep further south but press west. The entrance to the enemy base faces south and you want to clear it. The northern AS will wreak havoc on their rear areas and factories, killing any defensive CO when they get a chance.

Special Borg units SW of the base deserve attention. They fire medium rounds at tremendous speed. They are almost as good as your heavies but weigh less, which is an issue for them.

When the perimeter is clear then send in the MB. Those big guns in the NW are howitzers. The rocket batteries are ripple rockets. The factories that look like hangars are the VTOL factories you want to flatten. The small landing pads are for arming and repairing air units. Another building has Robotic Factory Production that speeds up production. HQ has the Leopard Body. The AA site has the Cyclone AA.

Don't finish off the airbase if you can at all help it. Get the artifacts, factories, generator, and artillery then get out. Assemble south of the airbase. Phase 2 will commence the minute your are in position.



Position the MB and AA teams just south of the airbase. They are to lead the charge with AS 2'-3' in tow. AS 1' stays back as a reserve. Speed is critical here. Your mission is to stop a transport, and you know how fast they are. The Borg base is in a crater west of the cyborg base you nailed first.

The idea is to use the MB and AA to circle the base while the AS hit the towers hard and fast. The AA team needs to be SW of the crater so that it can fire on any incoming transport. You will get 30 bonus minutes when you get the transmission.

The Borg are rounding up civilian hostages in the SW region. The entrance to the base is in the west. A rapid MB run around the right flank, by now SOP, should cut off the abductors. If they can't get the hostages into their base then the transport never comes. That won't lose the scenario for you. I would have liked to repay them transport for transport, but that's war. Transports are just about indestructible anyway.

Any hostages that reach your forces are automatically rescued. The only defenses you need worry about are the western cannons and the MB will easily smash those. One AS team gets the NE towers. The oil well is a big prize and worth the hurry.

The Borg have oil stashes in the cyborg base area and the far SW near the water. Collect it all. This area will get some fortification but not very heavy. This area will be secure until the end and even then will only need AA.



Research your new tech during the assault. This is a bonanza on the order of Alpha 5, when the Factory Module and Hardcrete artifacts led to a long list of techs. I hope you were able to afford at least 3-4 research centers. They will be busy for a while. Try to reorganize your troops while you have the opportunity. Even with all the oil in that base you will still be rather hard up for power.

I think there are some tech errors going on. The Beta 3 HQ should have had Dense Composites leading to the Leopard Body. The Beta 5 HQ should have had Dense Composites 2 leading to the Panther.

Get the production and ground techs first, including Turbo-Charged Engine to help your sluggish tanks. Ripple rockets have twice the range of howitzers, a comparable ROF, and they fire in volleys. Howitzers do a lot of damage per shot, and with their splash damage they should prevail. I have tried the ripple rockets to good effect also. An expert AS team of Ripple Rocket tanks can take down a tower with one volley. Bunkers are more problematic, though, and the extra damage of the howitzer is needed for those. I would set the CMD to long-range targeting from now on.

The long range of the ripple rocket is actually wasted in a standard AS team. Those things can fire clear across all but the largest maps, but they follow CMD units rather closely. Attaching them to a CB unit is another matter entirely. They could have answered the artillery at the airbase with a devastating barrage of their own.

In fact, setting up a specialist AB (anti-battery) team with 1 CMD, 2 MD, 1 CB, and 6 AB units is an excellent strategy. The AB tanks have the ripple rockets. Set them up by attaching the MD and CB to the CMD and the AB to the CB. The CB will require an expert crew. To get towers or base structures attach the AB to the CMD instead. Leave bunkers to AS or VAS units.

Don't build more than 2 VTOL Factories, but do build them completely. The area north of your production center is excellent for rearming pads. I designed the VAS Striker (BB) and VAT Fighter (Lancer). The Panther can match the Leopard's speed so I went with the tougher body.

Tanks do best with the heavy bodies because they have to stay and fight for extended periods. VTOL units are for hit and run strikes so speed is better than size. The Panther body can't take as much punishment as the Python, but it's so fast it won't be in the area long enough to get hurt too badly. The Mantis sounds like a good compromise, but 700 mph is a must and the Mantis can't cut it (yet).



This will be a massive spin cycle. Group your troops by rank, not type. Leave your CMD and MD units alone. You only need 3 CMD now, so any extra will join the cycle. Have half of your masters, including all heroes, in group 1, the others in group 2. The other groups will be gathered depending on how well you trained them. All regulars and up are in group 3. All rookies are in group 5. The others will be placed based on numbers. Each CMD gets 2 MD while the others get placed in group 6.

The key to this is to track the number of units (Ctrl-U) or just combat units (Ctrl-A). That's your upper bound. Subtract 32 and write that as a lower bound. You want to keep total units within those limits, especially above the lower bound. You probably will go over the upper bound at the very end but that's all right.

The AS/AB get built first. Assign FP 1-2 to CMD 1, FP 3-4 to CMD 2, and FP 5 to CMD 3. CMD 1 becomes AB 1' with 1 CB and 6 AB (ripple rockets). The other CMD become AS 2'-3' with 7 AS each (howitzer). Have 4 AS in factory 3 and 5 in factory 4-5. Then switch factory 4 to CMD 3 after it builds 3 AS. Group 2 should go early in the cycle (10 units built), with group 3 following nearer the end.

Then 24 MB get built. Detach the FP from the commanders before proceeding. Not all will be masters but they should all be at least trained if not regular. MB 1-3 will have 8 MB and 2 MD. Group 4 will go at some point, likely midway through.

Then 10 VAT are produced. They need the best training short of master level. You might even start them once regular tanks show up. Group 5 will have to go before too long. Put all CO in group 9 since the VAT will take the 8 slot.

10 AA tanks (Cyclone) follow once the queues clear. 10 VAS Strikers bring up the rear, with most in the rookie category.

I needed three VTOL teams. VAT 8 has 10 AT Fighters and VAS 6-7 have 5 VAS Strikers each. You won't need more than that right now. Command limit (no more than 100 units per side) has been a serious issue for some time now. A module for the Command Center to expand this, even modestly (120), would have been a good thing.

The north highway and the old Borg LZ in the SE corner of your base will need ground defenses. Flamer bunker in front, cannon tower just behind, then rocket tower behind that. Howitzers linked to sensors need to be nearby, preferably in some numbers. Having a CB and VTOL sensor tower in the vicinity won't hurt as long as they are behind the front lines.

You will need a sensor net around your main base area along the hilltops. You could build an AA shield if you want but I would wait for a better time when power (including AA firepower tech) is more plentiful. Each crater rim needs a solid ring to be effective. The northern hills where Beta 3 was fought will need AA also. This a long term investment that will be explained in due time.

Run the clock down to 5 minutes at least before sending bombers to mop up the Borg airbase. Move the FP to the LZ area but not too close. You will want to test your new long-range strike capability.


armigus

Posted: 27 Mar 2006 09:45 am

The Borg want to go nuclear, and you must not let that happen. By now you should be expert in the 5-second launch. You have 70 minutes.

The Borg have some defenses near the LZ, including AA. Transport time is 3 minutes. This is strictly a tank/aircraft mission: no AS. Have the tanks clear the surrounding buildings before taking on the bunkers. Call in MB 2.

Cyborgs to the east will come in when you hit the bunker. As you fight them off they will flee north, bypassing and disrupting your LZ temporarily. You don't have to re-launch the transport. If the LZ is not available when the transport arrives it will circle until it can land. The cyborgs will be long gone by then, one way or the other.

A tank force is more problematic by far. The MG tanks have assault guns, basically miniguns which are little danger to your heavy tanks. The real tanks are behind them. An SC tank will make a real run at your LZ to forestall reinforcement so he gets priority. Your MD units will be rather busy.

When MB 2 lands call in AA 4/CO 9. When the Borg retreat over the hill do not pursue right away. Send MB 2 NE to take out the defenses nearest the LZ along with two more cyborgs. The flamer east of the Borg side of the river can and should be knocked out from your side. Let MB 1 rest and repair.

When MB 2 is finished with the nearby defensive works then it and MB 1 will assault the river assuming that more Borg don't try coming the other way first. The other flamer gets hit first, then the MG bunkers. Clear debris when not otherwise engaged. The next transport load is for bombers.

When CO 9 arrives have one CO build two repair centers north and NE of the LZ. The others start building landing pads starting in the SW corner where a building used to be and running north. Don't stop until you have 20 in two rows. Have AA 4 east of the repair facilities. Hopefully MB 2 has cleared enough room for them to operate safely.

Speed is essential for this because the Borg have AT interceptors hidden in craters in the NW. The idea is to have the VAS patrol toward the NW corner, hitting anything they find along the route. That will draw the enemy aircraft into AA 4 and take them out. The bombers will have a field day after that. The Borg don't mass their AA like I do.


The main entrance to the Borg base is on the north side. Running east will get some more bunkers and climb a hill into some AT hover units. There is no back door to the base proper, though, so it's not worth it unless you also have hovers.

Have one MB run to the far north, hitting more cyborgs and MG tanks. Have another clear debris south of the entry corridor, including some AA. The other will clear out in front of the entrance. The assault will come from three sides at once, one being above, overwhelming the Borg defense. Cannons are a mild threat but those rockets are nasty so have the bombers get them  ASAP. Expect troops to flee for repair occasionally despite MD support.

The VAT come in the next load, then the reserve AA are last. When the VAS groups arrive have them take out AA first, then rocket towers, then flamer bunkers, then cannon towers. The factories are open to tank assault once the perimeter goes down. The defense structures on the eastern hill are pathetically out of reach and cannot assist their base.

Walls and tanks traps count as kills, and the VAS need kills badly. That's why I put the last, and least trained, pilots in them. The Borg base and outposts are filled with them, so have at them.

The reactor, vehicle factory, and one of the cyborg factories have artifacts. The Gas Turbine Generator grants more power per oil well, which you will need. The Assault Gun replaces the MG and leads to the Whirlwind AA. The Hyper-Velocity Cannon, or HVC, replaces medium cannon automatically, but you already have the big gun. It's not worth recycling your MB for.

As always, complete your research and run the clock for oil before bailing. You will only be recycling the AA today. Destroying all enemy units and structures or returning all units to the LZ ends the mission. I prefer the former ending for the XP.


armigus
Posted: 02 Apr 2006 09:30 pm  

The guide is really no help here either. The 1.12 rules have changed a lot of things. The mission timer is present and set to 80 minutes. It will take some time for the troops to get on board as the away army is stationed at the LZ. Moving the aircraft will help a lot as they came in late.

Your job is to take over NASDA control and find out what really happened there. Replace one of the MB with an AA if you can. The Whirlwind is good enough to give aircraft fits with just one unit. Transport time is 5 minutes.

Get AA 4/CO 9 in fast. If you got an AA unit in the first wave then replace one AA with the tank you kept back. MB 1 can actually do a lot of damage on its own, but don't expect it to do more than clear the northern entrance. Their job is to fight their way to the entrance and remove the towers, cyborgs, and tanks there. You want the repair facility near the north edge of the map opposite the base entrance.

This is one of the better Borg complexes you will see. You are in the NW corner. The main entrance is just east of your position. The four corners are loaded with defenses.

When CO 9 arrives start building. AA 4 will cover MB 1 from aerial assault and its MD will aid repairs. MB 1 will be strictly defensive until MB 2 arrives, later on. AB 1' is next to come.

The far northern area has three good air site zones, running west to east along the edge. The western zone can have pads north and south of the small craters once the debris is gone for a total of 8. The plateau east of there can take 6 more. The valley near the entrance/repair facility can take 6-7 more.

Whirlwind AA is lethal against fighters. In numbers it can take out whole squadrons. The MB are there mainly to protect the AB from Borg sorties. MB 2 is the next group in. Try to get the CB unit onto the plateau where it can clearly see the enemy artillery. The AB can then take them out one at a time. AB 1' may periodically switch to the CMD to take down towers, especially sensors. Keep the AA near the AB to guard against airstrikes and repair any damage.

MB 2 is next, joining MB 1 when it arrives. Call in MB 3. Sortie teams one by one, keeping pressure on the enemy. CMD 1' is best placed at the north entrance along with the CB.

When MB 3 arrives send it south and have the healthier of the other MB head east. You will circle the whole perimeter eventually. Keep the other MB at the entrance to hold off Borg sorties. 10 rearming pads will suffice, but 20 will allow faster LZ prep back home. Howitzers are slower but more versatile than the bunker buster. AB is slow also but the range makes them deadly against artillery.



The first task for the bombers is silencing any AA resistance. Then it should cut off unit reinforcement by taking out the factories. The cyborg factory may already be gone as it is near the northern gate where an MB team is. The other factory is along the eastern edge and a bit south of center. It has the Target Acquisition Shells artifact that makes Howizters, your AS, more accurate. Air patrol is not a good idea because a unit could take a missile meant for a structure, suffering little damage.

One of the nastier defensive areas is also along the eastern edge. Three bombard pits with sensor and CB, bounded by rocket towers on the sides. This is really nasty for a group breaking in from the north but less so for an end sweep around so long as you keep the east edge to see the mortars. The AB should get the mortars fairly easily from the north entrance.

MB 3 will have it rough because there is nowhere to repair unless you build one. When the nearby artillery are gone the SW corner is a good bet.

The satellite dish in the middle is NASDA. You want to capture it, preferably intact. One research center in the south has the Automated VTOL Rearming artifact. The other has Dedicated Synaptic Link Data Analysis. The plan is to clear out the whole perimeter, break in from north and south at once, then finally smash the middle with assistance from the bombers.

One last artifact is the HEAP bomb bay. This is an extraordinarily destructive weapon, but the weight is prohibitive right now. With VTOL units, speed is life, and the fastest body right now (Scorpion) can only go 357 mph under such a load. When a unit can carry this at 550 mph or better I will take it under consideration. It does grant HP, which is good.

Don't capture NASDA until the end. You want to do research and rebuild your oil supply.


armigus
Posted: 03 Apr 2006 07:03 am 


NEXUS is still trying to bring the missile satellites online so they can use them... again. You need to hamper their efforts by taking out their uplink facility. Speed up the loading process by moving the aircraft out of the way. Move the nearest MB, likely MB 3, onto the transport with one CO from CO 9 in tow. Rename it MB 1 when it lands.

Head west, not north. Call in MB 2 (8 MB, 2 MD). You want to delay any Borg assault on your LZ. Build a repair facility where a power line used to be (shoot it). Then start building rearming pads in the SW corner. Build 1, then a sensor tower just east of the repair center. Let the transport clock run to 1:30 before sending MB 1 NW. The MB or tower will uncover the Borg base and send them on their way.

The first group will come from the NW. They will have to go through a narrow pass before assaulting your base area. Have MB 1 bottle them up there. Set to flee on medium damage as retreat from the front line will not be easy. Have fresh troops fill any gaps to prevent pursuit.

MB 2 is to head north immediately and meet cyborgs coming from the other direction. Call in MB 3 with the other 2 CO. Get the cyborgs and the nearby tank. Stay aggressive until the second wave comes but don't hit the base. The rocket towers there are very dangerous.

Any troops that had to flee MB 1 are to join MB 2. The assault on that sector will be very nasty indeed. Keep control of the open area to allow easy MD repair and retreat. SC, AA, and cyborgs will try to penetrate and disrupt the LZ. Have newly repaired tanks cover the LZ closely.

MB 1 is to smash any MG tanks in its area. When MB 3 arrives have it cover the LZ if needed, then aid MB 2. Call in the bombers. An AS team might be useful later but not right now. Keep building landing pads on the SW plateau. You will want all of your aircraft.

When the eastern assault is finally beaten back have MB 3 join MB 1. Build another repair center east of the LZ where MB 2 just fought.

Send a few tanks from MB 2 east. The isolated Borg repair facility there must go. That area is excellent for more rearming pads if you like but 3 MB, 1 AS, and the VAS should suffice. The VAT will be useful eventually and you will want to upgrade them this mission. The Borg have two more outposts, NE corner and NW corner. The former is your primary target but you have time for both.

The rocket towers are the first target for AS 2' once they arrive, then any nearby cannon towers. VAS 6 and any extra MB come next. The MB can treat cannon towers just like tanks. Have MB 1 and 3 break in from the west while MB 2 assaults the SE towers. This is a very tough, deep base so take your time and hit walls with the AS also.

Call in VAS 6 and any extra tanks on hand. Fill any empty slots with VAT. Continue the slow eradication of the base from west and SE. Eliminate units when they show up. Things will speed up when you have the bombers. Call in VAS 7 with more VAT.

Have VAS 6 patrol the base area, automatically hitting any structures they find. Leave bunkers for the VAS. Smash the entire base before proceeding.



Station 2 MB teams in the base you just smashed and one in the western corridor. The NW base has two approaches and you want to hit them both. One of the MB teams in the middle is to cover any retreating tanks. Borg MG tanks love isolated wounded or MD units and the NE base uses them for AA duty. A VAS patrol in the NE area will draw them out where your MB can take them out.

The NW base has a fair amount of AA that your aircraft want to hit first. The cyborgs and tanks are for the MB and VAT to crush. Rocket towers go next. After that just set the other VAS team to patrol. If you have the VAT have them also patrol to help the MB, then clean out any NE tanks. Bring in all your VAT as you will be upgrading them soon.

All of the artifacts are in the NW base. The VTOL CB tower and turret allow airstrikes on AS units and fixed artillery. The rotary mortar, or Pepperpot, is a light, rapid-fire AS weapon and a decent one. You can decide whether or not to switch. The Tank Killer is your new AT weapon. The VAT will upgraded to this weapon. I saw a fourth artifact but it did nothing (1.12 disabled, perhaps). Once you rebuild the VAT then bring them in to open up LZ space for the next mission.

As always, run the clock down to build up power, complete research, and produce all upgrades and/or replacements. The NE base should be nearly in ruins by now. Two rocket bunkers lie between the NE and NW bases. If any are still there then save them for last. Otherwise leave the generator or factory for last.


to be continued