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Work in progress - some links not yet
working and not all missions completed...
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www.realtimestrategies.net/forums/ - WarZone 2100 Forum
Contributor for the Walkthrough = armigus
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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 |
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| Beta |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
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| Gamma |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
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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
|

Click Pic |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 |