Master Knight DH Artillery
Number of posts : 149 Age : 38 Registration date : 2007-12-04
| Subject: BW2 Co-Op walkthroughs Sat Dec 05, 2009 9:31 am | |
| I wrote these some time back. Thought I'd post them, with some up-to-date edits. 1) From Tundra With Love - Frontier:
*Units: Grunt X 3, Assault X 1, Bazooka X 3 *POWs: **Camp 1: Light Tank X 1 **Camp 3: Assault X 1, Bazooka X 2
First thing you'll want to do is swap to a Bazooka and leave the other units on Wait for a couple of seconds while you advance and charge up a shot. When you see the Light Tank, command your units to swarm it and hit it with a charged up shot. Once the Light Tank is history, aim for the Ammo Dump, which is for Camp 1. If you attack the Acid Gas, he'll move toward your units and away from the Ammo Dump, keeping him from being killed by its explosion. Although the Acid Gas is manageable, it's still preferable to go with destroying the Ammo Dump, since it frees the Light Tank.
Once the Light Tank is free, another enemy Light Tank and 3 Bazookas will come your way and try to total it. Strike the Light Tank with another fully charged shot, command your Bazookas and Light Tank to finish it off, and command your other infantry to attack the Bazookas. Be sure to focus on the Bazookas so that they can't deal any crippling damage. Once they're dealt with, put all of your units except the Assault on Wait then head northwest.
You should be at a bridge. See that MG Tower? Barrage it with fully charged shots from your end of the bridge, then switch to the Assault once it is history. Why switch? Because 4 Bazooka Vets will come at you and try to make your life miserable. Call all of your units to attack one of them, since you don't want to be spending too long fighting these guys under the small amount of room the bridge gives you. Once they're dealt with, there's two more Bazookas waiting behind sandbags across the bridge, but they're not too hard.
Another crossroads. I recommend left in general, but if Tundra isn't following you, you may wish to go right a bit and kill off the 2 Acid Gases so they don't bother you later. Of course, to the left, there's 2 Acid Gases there as well, but at least your Light Tank can be sent to attack the next MG Tower without any issues. Snipe off the Acid Gases while your Light Tank heads for the MG Tower. If Tundra followed you, be ready for 2 Bazooka Vets that will come across the bridge.
The next problem is a Heavy Tank on the right path. It is recommended to switch to a Bazooka, have all other units on Wait, then divert the Heavy Tank's attention so that the other Bazookas and the Light Tank can swarm it to death. Then you can bust open the Ammo Dump for Camp 3--of course, if you didn't take care of those 2 Acid Gases I told you about earlier, they'll be around to irk you, so bear that in mind. Also, be sure to not blow up the Ammo Dump with infantry too near it or they'll take damage.
Vlad won't let the Camp 3 POWs go without a fight; he'll send a Gunship to attack your units. Although if Tundra took the east path, they likely took care of it already. If the Tundra player followed you, get your units away from there and stay near the Tundra POWs so that they'll take care of the Gunship for you.
Now it is time to cross the bridge. On the other side is a crossroads with 2 Grunts, each one behind a sandbag, if Tundra didn't take the east path and take care of them already. After that, go left and push through. There's only 2 more Grunts between your forces and another Light Tank, protected only by maybe the Gunship that Vlad didn't send to attack you (if Tundra didn't take care of it), so a manually controlled Bazooka makes this easy. After that, there's I believe 2 Grunts (maybe as many as 4), and they're accompanied by a Heavy Tank. Swarm the Heavy Tank with your Bazookas and Light Tank, while your other infantry follow you and keep the Grunts busy.
You may send 1 Grunt to take the flag if you wish, but don't fully take the flag too soon or you'll lose points in Power, since when you approach the HQ, Vlad will send 2 Air Transports and a Gunship to try to protect it, and the Air Transports' contents (though not the Air Transports themselves) and the Gunship count for Power. In addition, if Tundra didn't take the east path, you can bet those 4 Bazookas that were controlling the east path will come as well, so be sure to eliminate them if necessary. Once all of the land forces are dealt with, you can go ahead and attempt HQ Capture if Tundra isn't already doing so.
- Tundra:
*Units: Grunt X 3, Assault X 1, AA X 3 *POWs: **Camp 2: Light Tank X 1 **Camp 3: Assault X 1, AA X 2
At the start, cover the right side, preferably manually controlling an AA to have a fully charged shot ready. You'll see a Gunship patrolling the skies soon enough, so be sure to take it out. Next will be whether to entrust both of the issues involving Camp 1 to the Frontier. You may decide on that, but don't spend too long about it, because you get no units for yourself from Camp 1. Of course, if you go northeast toward the silver star, you'll find Camp 2 and a couple of Grunts. Camp 2 provides nothing for Frontier, but it does provide you a Light Tank. The 2 Grunts are no threat. In fact, once the Gunship is down, it is recommended to switch to an Assault, send the Grunts to take care of things at Camp 2, and help against the Bazooka vets accompanying the Light Tank that threatens Frontier.
After taking care of Camp 2, you may choose to either follow either the west path, already recommended for Frontier; or the east path. If you take the west path, there isn't much you can do that you can't already do on the east; you'll mainly just be support for Frontier, ideally with an Assault to get rid of infantry support. So I'll just cover the east path.
On the east path, you'll want to switch to an Assault and leave your other units behind. Then go along the path and you'll encounter 4 Bazookas behind sandbags. Take them out, and watch out for the 2 Bazookas that will reinforce the area to attack you. These are the same 2 who attack Frontier once the second MG Tower is under attack, so it tones down the pressure on Frontier if they know you're handling this. Regardless, be sure to call your other units once 3 of the Bazookas are dead, so that you can wipe out the stragglers and have your units around and ready.
Next up, you may see a couple of Gunships worth zapping out of the skies with your AAs. Be sure to stay on alert, though, not just for what the Gunships do, but if Vlad suddenly talks about POWs escaping. If the POWs are freed too early and you can be sure that the second MG Tower hasn't been destroyed yet, put your units on Wait immediately or the POWs will try to cross the bridge and end up shot at by the MG Tower.
After that is a crossroads. Don't go right too early, it leads STRAIGHT to the HQ. Instead, go to the left and you'll find the crossroads with the second bridge on the west path, and the 2 Grunts to go with it. And...there isn't much more to do that Frontier can't already do more efficiently. You might as well just give your share of support from the HQ area's front doors while waiting for Frontier to get near the Heavy Tank. Once they get near enough the Heavy Tank, go in, preferably manually controlling an AA, send your Light Tank to strike the Heavy Tank, and Vlad will call in the air support.
As said on the Frontier walkthrough, there's 2 Air Transports and a Gunship. Be sure to attack the Air Transport that approaches from the east/lands at the west first, then the Gunship, then the second Air Transport. The Air Transports don't count for power, but their contents do and may get really annoying really fast, especially the Light Tank within the one that approaches from the east/lands at the west. There isn't anything else to worry about within them except some Grunts, though. Once they're dealt with, it's just a matter of taking the HQ if Frontier isn't already taking care of it.
2) Crack Squad - Frontier:
*Units: Grunt X 4, Bazooka X 5 *POWs: **Radar Array: Grunt X 2, Flame X 4 **Fuel Refinery: Light Tank X 1 **Munitions Dump: Grunt X 2, Bazooka X 2
Generally, you'll want to control a Bazooka at least a good deal of the mission. This is so that you can easily keep it alive to deal with the Recons and Light Tanks. The charged shots can also devastate the infantry, especially the annoying Acid Gases, who are just like Meta Knight in Super Smash Bros. Brawl--fortunately having the same amount of long range combat as him.
Anyway, your first obstacle, across the bridge, will be a group of Grunts and 2 Acid Gases all hiding behind sandbags. The Acid Gases are a threat, so be sure to make sure they're dealt with. However, also watch to see if a Recon comes from ahead, and keep a fully charged shot in case it appears. The Recon, left unchecked, likes to run over troops and kill a few of them quickly, so shoot it with a fully charged bazooka shot to leave it with a sliver of health, and make sure it doesn't miss. Of course, the Recon doesn't come alone, as 4 Grunts also come down the hill. Get your troops to stay near these 4 Grunts while you climb up the hill, making sure you're ahead of the Solar Empire troops.
While you climb the hill, charge up the shot. When you see the MG Tower, lock on and strafe to the left side, but don't fire until Ubel starts talking, at which point you may fire. If you do this right, the shot will hit (and destroy) the MG Tower instead of the rock blocking it. After this, watch out for the Light Tank on the left, prepare another couple of charged up shots to blast it, and in the meantime, command your Bazookas to attack it and call your Grunts as well. Be sure to call your Bazookas out of Attack mode right before destroying the tank, because they like to keep attacking with 2 Assaults and a Grunt nearby. There's another Light Tank, too, and it approaches from the right, so watch out for that too. Basically rinse, lather, repeat.
Try to get through on the right entrance, but don't rush unless necessary, because there's quite a few Acid Gases in the fort and going too far in also triggers 2 Gunship reinforcements. Fortunately, the Acid Gases, like Meta Knight, have to approach you to do their hammering job, and when they do, you can slam them to early demises with charged shots with them unable to do anything about because they surrendered their ability to react to try to hit you. Not that I blame them all that much with Grunts to make sure they'd have to approach sooner or later.
Anyway, if Ubel talks about your "puny battalion" attacking his Radar Array, the Gunships have been triggered. If the POWs haven't already been freed, quickly move into the fort, look to your left for the Ammo Dump, and fire a Bazooka shot at it to free the POWs. Generally, however, a competent Solar player shouldn't have this happen, and likely even takes out a few of the Acid Gases for good measure. If they do, you probably won't have to worry about the Gunships. Instead, just concentrate on getting through to the Radar Array and attacking it.
Once the Radar Array is dealt with, blast the tents nearby for 6 medical packs that your troops or the Solar player's may need. Then leave the fort, go west down the hill, and leave your troops at the top of the hill. Fire a shot at the Acid Gas to bait him to his death. There are a couple of Gunships patrolling the Fuel Refinery, so you may want to be wary of them. As you approach the Fuel Refinery, also watch out for 3-4 Acid Gases and a group of Grunts. Try to kill one of them quickly so that they are less capable of their devastation, but also watch out for a Recon that will approach from the north end of the fort. Both players should work together to make sure they can beat this group.
Get past that group and the Fuel Refinery will be defenseless against a fully charged shot if you haven't already used it to blow it to Kingdom Come. Then try to take care of the 3 Bazookas on the south end of the fort, and free the Light Tanks. Solar has little problem taking care of the Bazookas, but you'll want the Light Tank of your own to stop a Recon ambush from the south or just have it wait at the entrance you just used. Yes, you'll want to head north next. Have your Light Tank wait near the free medical packs, your Bazookas around the northeast corner of the fort, and the rest of your foot soldiers inbetween them. Use just a lone Bazooka yourself.
As you follow the north path, you should see a Recon. There should actually be 2 Recons coming from the hill. Assuming Solar isn't following you, if one of them doesn't come, just go up the hill and smash them, or chase them if necessary. Once they're history, use another Bazooka to pick off the infantry. Yes, a Bazooka, because yet another Recon, this one coming from the Munitions Dump fort, should come in to attack you. The usual fully charged shot should cripple it. Also snipe off that MG Tower you should see.
When Ubel alerts his forces in the Munitions Dump fort, don't rush; he has 3 Light Tanks to give you a field day. Blow them up first thing so that they can't give you further trouble, then call in your troops to help you take care of everything else that is left in the area, but watch out for the Assaults. You should end up with the Munitions Dump blown to smithereens (not too soon if Solar's units didn't go with you, since that triggers 2 Gunships and Solar is most likely right in their range), Ubel being angered as a result, and the POWs freed.
If Solar hasn't taken care of the Extraction Area already and activated the Helipad, your mission is not yet over. Take the back exit of the Munitions Dump, leave your troops below the high up bridge, and then snipe off the 2 MG Towers on the sides of the bridge to the Extraction Area, preferably without going near the 3 Bazookas at the bridge. If you get too near the bridge, a Light Tank and 2 Acid Gases will approach, so you'll want to destroy MG Towers first, and hopefully the 2 Gunships will also be destroyed. Afterwards, swarm them, use your charged shots to hammer the Light Tank and the Acid Gases, and only 2 Grunts and an Assault stands between you and the Helipad that will let you clear the mission, making sure it will be only a matter before Ubel is demoted to Boot Polisher.
- Solar:
*Units: Grunt X 4, Assault X 5 *POWs: **Radar Array: Grunt X 2, AA X 4 **Fuel Refinery: Light Tank X 1 **Munitions Dump: Grunt X 2, AA X 2
As Solar, you will have a serious advantage over enemy infantry if you play your cards right, so the first obstacle (2 Acid Gases and several grunts) won't devastate you, but try to not go too far into their defenses because of the Recon waiting to run troops over. Rather, have your troops wait at a safe location and help Frontier's Bazookas destroy the Recon while dodging it, and once it is history, get your troops to help take out the 4 Grunts. Once they're gone, have them wait while manually controlling an Assault yourself. As a lone target, dodging the Light Tanks won't be an issue, and once the left one is gonzo, call your troops to attack the Assault on the left and wear down the Acid Gases waiting inside. Don't move too far in or you'll trigger the 2 Gunships. Instead, free the POWs once you're sure they won't get gassed.
Be sure to be controlling an AA before Ubel's Gunships come in trying (and very quite likely failing) to protect the Radar Array, and make sure you're outside the fort when they're coming in, so that you can hit them early and maneuver more easily. You can have the Assaults help against the Acid Gases instead if you want, but be sure to take out the Gunships quickly anyway. Once they're gone, head for the east side of the fort and see if there are any medical packs that the Frontier soldiers haven't taken for themselves. Then head west down the hill, leaving your troops near the top of it, and look first for the 2 Gunships to destroy. Do not, however, forget to watch out for the Acid Gas group, because if you aren't watching out against them, they WILL devastate your troops easily. Once both are taken care of, take care of the Bazookas at the south end of the fort while Frontier blows up the Fuel Refinery and frees the Light Tank POWs.
You now have two choices: either head north and mostly support Frontier, or head south and clear out the Extraction Area. Since the only thing you can really do on the north is make sure for Frontier that the Recons on the hill are destroyed by using the Light Tank, let's cover the south path.
First off, switch to the Light Tank. Then have your other units wait at the south entrance of the Fuel Refinery fort. Consider sneaking through the trees, because the first obstacle you'll have to deal with is--yes--3 Bazookas. Evade their shots and manually aim your own shots to make sure they won't be able to evade. Hopefully, they'll be dealt with before reinforcements arrive: a Light Tank and 2 Acid Gases. The Acid Gases would threaten your infantry, not your Light Tank. The Light Tank, however, does threaten your own, so you need to take it down first. Once it is destroyed, grab the Jerry Can and you can pretty much just destroy every other land unit--the 2 Acid Gases as well as the 2 MG Towers on the sides of the bridges, 2 Grunts near the Helipad, and an Assault near the Helipad--without worrying about taking any crippling damage. Just make sure you get near enough the Helipad fast enough; once Frontier blows up the Munitions Dump, 2 Gunships will spawn south of it. Of course, you destroy them before activating the Helipad. Don't activate it yet. Just wait until Frontier takes care of any of the leftovers (check the map to do so) and denies Ubel any chance of ever becoming Governator.
3) Under Siege - Frontier:
*Units: Bazooka X 5, AA Vehicle X 2
Honestly, there isn't much to say about what Frontier does on the first part of Under Siege. There's so many Assaults to wreck the Bazookas that they should consider relegating to going with attacking objectives when it's safe. Manually controlling a Bazooka is recommended, but beyond that, you'll want to just keep the AA Vehicles ready at all times.
First thing you'll want to do is get your units away from the enemy units while Tundra's Battlestation devastates them. The Bazookas will stupidly attack the Assaults if you don't, so be sure to do this. Keep the extra Bazookas waiting away from the enemies across the bridge, but keep the AA Vehicles in Follow mode. Soon enough, Vlad will call in 2 Gunships to attack the Gunships to attack the Battlestation. Send each AA Vehicle to attack each Gunship to deal with them quickly.
Of course, past the Assaults and the 2 MG Nests is a bunch of Mortars and another Assault. The Mortars can threaten your AA Vehicles if you're not careful, so keep your distance. However, next up is a couple of MG Towers, which you can do something about, but the Battlestation has no problem using its side cannons to blast them to bits. And each Heavy Tank that comes from the Fuel Storage Tank using its main cannon. There's also a couple of RPG Towers at the Fuel Storage Tank, but they're also supposed to be attacked by the Battlestation.
However, you'll still want to go through the Mortars and evade their shots. The reason is because you can snipe the Fuel Storage Tank with fully charged shots. Also, once the Fuel Storage Tank is safe to attack, if it's not already destroyed, have your Bazookas attack it, but also be wary of the third Gunship that Vlad will send to attack the Battlestation. Stay away from the Fuel Storage Tank when it is history or you'll be killed by the explosion. Make sure not to focus on the next Heavy Tank if you can blow up the Fuel Storage Tank soon enough.
...and again there's not much for Frontier to do. 2 MG Nests that will likely be blown to bits by the Battlestation, then 2 Gunships--at least you can do something about THAT--then a group of Assaults that you're basically helpless against unless you want to show off rly m4d sk1llz; then 2 Heavy Tanks that at after all those Jerry Cans are no match for the Battlestation; then a bunch of Mortars, Grunts, and MG Nests that inevitably get blasted by the Battlestation and will just tear up your Bazookas; and finally the AA Towers that become defenseless. Of course, one last Gunship should approach at some point, so don't destroy the AA Towers quickly or you'll likely lose some points in Power.
- Tundra:
*Units: Mortar X 4, Battlestation X 1
At the start, there are 4 Assaults for you to blast. Target them and open fire, then move about halfway across the bridge with the Mortars following and open fire at the approaching Heavy Tank. There are 2 MG Nests on the other side, but they won't do anything to scratch more than paint on the Battlestation and they will be destroyed by the side cannons, which will also help finish off the Heavy Tank for you. 2 Gunships will also come in, but they will be handled by Frontier.
Since you can leave the Heavy Tank to the Mortars and the side cannons, look around for some Mortars. There's several of them to smack the Battlestation, so be sure to pick them off from a distance. Once you take out maybe 4, go ahead and advance further without fear, but be wary of another Heavy Tank coming to attack.
Don't get too near the Fuel Storage Tank yet, because there are 2 RPG Towers on the sides of its area. Instead, search around for them and blast them from a distance. Don't worry about the MG Towers, because they will be destroyed by the side cannons, if not Frontier's Bazookas. Once all of the infantry and towers are gone and the next Heavy Tank is also destroyed, pound away at the Fuel Storage Tank with all Mortars also commanded to attack it and don't relent.
Once the Fuel Storage Tank is 86ed as Betty says, there will be a bunch of Jerry Cans. Pick some up and shoot the MG Nests as you do. Then keep going along the path, shooting 4 Assaults along the way, until you can target a Heavy Tank. There are 2 Heavy Tanks for you to attack, so be sure to hit each of them once and then let the Mortars and side cannons do the rest of the work while you concentrate on other targets, primarily the clump of Mortars, Grunts, and MG Nests. Just make sure to also watch out for about 4 Grunts on the right--in fact, you may want to send your Mortars to attack them instead. Once you destroy all of that, there shouldn't be anything to stop you from destroying the AA Towers. There's a 6th Gunship for Frontier to destroy, but even if it does count for Power, it's not too much trouble to make sure it either is destroyed or just doesn't spawn at all.
On the second and third parts, each player gets to work with 3 Fighters and 2 Bombers. I recommend one player handles a Fighter and the other a Bomber. Both players may switch roles in the transition from part 2 to part 3. These walkthroughs assume you're going for the 100%. It is very likely possible to get through part 2 with all 10 air units staying in the air, and definitely possible, though luck dependent, to get through part 3 with all 10 air units surviving, and yes, the Bomber player can get away with not having high skill as long as the Fighter player completely crushes the Fighters. - Fighter player:
*Units: Fighter X 3, Bomber X 2 (restocked on part 3)
https://www.youtube.com/watch?v=ljplNegRz54&fmt=18 This video can be used as a guideline for the Fighter player. The Bomber player has very good competence, though he does recommend bombing altogether on the Battlestation to speed it up considerably, which while generally sufficient for 100% still has plenty of risk for casualties that are outside of the game occasionally cheaping you out of a Fighter sometimes.
First off, switch to the Fighter, put your other units on Wait, and make sure you snipe off a few of the Fighters near the Mining Spider, then check the map to see where you are relative to a bit north of the Mining Spider. You'll want to have your Fighters there, because that's where the enemy Fighters respawn. Send your Bombers to attack the Dreadnaughts (or the Mining Spider, but remember: the Dreadnaughts count for Power, and it helps to keep the Dreadnaughts away from the Mining Spider too) while you look out for the respawning Fighters, mainly using radar to do so. Check your Fighters' health on a regular basis to see if you need to switch to it and get it a Jerry Can. Also, keep your camera view slightly zoomed out (by pressing C once from close up), because that makes it easier to get a lock on the Fighters and also watch where you fly. As long as you keep your Fighters healthy, the other player shouldn't have to worry about being attacked heavily and can bomb both the Dreadnaughts and the Mining Spider with impunity.
The Battlestations part expects a bit of bombing from both players, but you can simply send the Bombers to bomb the ones that the Bomber player doesn't attack, then have your Fighters patrol the northwest side of the Gorgisburg buildings. The Fighters respawn off the map, but will approach from there. Use the map as an early alert to the Fighters' appearance so that you can blast them. If you do this right and keep your Fighters healthy, you just need to hope that the game doesn't cheaply kill a unit at the start and no units will be lost by either player.
- Bomber player:
*Units: Fighter X 3, Bomber X 2 (restocked on part 3)
There's a few Fighters for your protection from anything the Fighter player doesn't stop, so keep them nearby. Don't destroy the Mining Spider yet, because the Dreadnaughts count for Power, and while you can bomb them later, it's not at all advisable because you have to worry about the Battlestations attacking the Mausoleum.
Fortunately, the Dreadnaughts' anti-air firepower isn't very high, so go ahead and bomb them as hard as you can. You have two choices: bomb the Spider a bit so that Vlad sends the Dreadnaughts and ends up clumping them for you; or attack the Dreadnaughts right away so that you take less damage. The Fighter player may force the first on you anyway, but if they don't, it's your choice. I recommend the former if you doubt the other player will effectively intercept the Fighters for you, because getting through this faster would be very helpful in that case.
Once the Dreadnaughts are scrap, go ahead and bomb the Mining Spider mercilessly. If your Bombers are both healthy when you bomb the Mining Spider, you may want to switch to a battered Fighter, do barrel rolls (shut up, Peppy), attack the Fighters (preferably by patrolling their spawn point a bit north of the Spider--see above), and command your Bombers to attack the Spider.
The next part is the Battlestations. The objective is simple: bomb them to death. If the other player is doing his job and keeping an eye for other Fighters, you won't have to worry about being shot down. Don't bomb the same Battlestation(s) as the Fighter player's Bombers, because that will get the Bomber to move back into Follow Mode and risk the Fighter player's Bomber or concentration. Instead, focus on the untargeted Battlestations first and bomb them as hard as you can. With a little luck, the game won't cheap you out of a Fighter at the start of this part, and with a little skill, you'll wipe out the Battlestations before too long.
4) Storm the Beaches - Solar:
*Units: Gunship X 4 **Naval Transports: Grunt X 4, AA X 5 *POWs: **Dockyard: Bazooka X 3 **Village: AA X 3
There's 3 Battleships and 2 Sea Forts that the game wants you to destroy before the Naval Transports will land. The Battleships pose no threat to your Gunships but they will threaten both Tundra's Battleships and the Naval Transports, so you'll want to bait them if plausible, and sink the one on the right. The Sea Forts threaten only your Gunships, but don't do as good a job at it as other anti-air weapons. Still, keep an eye on your Gunships health so that you can heal the most damaged one and not unexpectedly lose it later on. Don't focus on the Battleship, though; instead, attack the coastal defense: 2 RPG Towers, 1 Artillery, and about 3 Grunts. Once they're dealt with, take out the Battleships and the Sea Forts, which shouldn't be too much trouble.
After that, the infantry will make land fall. But it won't come without resistance: 2 Light Tanks already on the ground, and then an Air Transport carrying several Grunts, as well as a Bomber. Air Transports count for Power this time around, so be sure to destroy them, and the Bombers as well as fast as you can. The Bomber should be shot at with the manually controlled Gunship so that it will mess up its bombing run. After all that, there's a group of Grunts that your Gunships can easily handle, then Windsor will send a Light Tank and a Bomber--easily dealt with. Then once the AA Towers and the Artillery are destroyed by the Tundra Battleships, have your AA Vets cross the bridge.
Once you hear Windsor's Gosh Dang It To Heck comment, look to the northwest for an Air Transport and sick your AA Vets on it, and then look around the area for another Air Transport and have your Gunships attack it. Each of them carries a Light Tank, but of course, they count for Power so you'll want to destroy them right away anyway. If one of them lands, it's okay, as long as you still destroy it and the Light Tank it lets out.
Next up is the Dockyard POW camp. There are 3 AA Towers there, but usually, Tundra should have taken care of the two obvious ones by this point, and may have handled the inobvious one. If they haven't done the latter, you can at least take care of the 2 Grunts and the 2 MG Towers if Tundra hasn't done so yet. But never free the POWs too carelessly, because it will trigger a Bomber and the movement of 2 Light Tanks. Try to destroy one or--more preferably--both of the Light Tanks so that you can focus on the Bomber when you free the POWs.
After that, a little further down the path happens to be a few Grunts, an AA Tower (which is the reason why you may want to avoid using AI Gunships against those 2 Light Tanks), and a Bomber. Send the correct infantry types to take out those units. A manually controlled Bazooka soldier can one-shot the AA Tower. Once the AA Tower is destroyed, go ahead and take out the helpless resistance then swoop on ahead toward the fort to find a Light Tank. Once the Light Tank is destroyed, have your infantry wait in the area.
Your next action depends on where Tundra's progress with its Battleships is now. If the enemy Battleship is still around, then use your Gunships to sink it. If Tundra is currently trying to handle the village's defenses and hasn't destroyed the AA Towers, switch to a Bazooka and move in while evading the Artillery's fire if it's still alive (if it is, blasting it to smithereens is your first order of business), then call in your other Bazookas to help you against the Light Tank if THAT is still alive, and then take out the AA Towers and free the POWs as well. If the AA Towers are already destroyed, your Gunships will have a field day with anything in the village instead. Also, don't forget to take care of the Bomber patrolling the HQ area so that it stops harassing the Tundra Battleships.
When you're past the village, make sure your AAs are in or at least near the front, kill the 2 Assaults and the Light Tank, and try to see if you can safely kill the MG Towers. When infantry are climbing up the hill, Windsor will send in 2 Air Transports each with a Light Tank. Hammer them both with AAs and Gunships. Once they're destroyed, it's just a matter of wiping out the remaining infantry and the 2 MG Towers, then having either player capture the HQ.
- Tundra:
*Units: Battleship X 2 **Naval Transports: Grunt X 4, Mortar X 5 *POWs: **Dockyard: Flame X 3 **Village: Mortar X 3
Send your spare Battleship to attack the Sea Fort while you yourself fight the left Battleship, which is just a matter of evading its shots, and grabbing its Jerry Can to recover once it is deep-sixed. Rinse, lather, repeat with the next 2 Battleships, and don't forget to have your spare Battleship attack the other Sea Fort. Also make sure you attack the coastal defenses if Solar doesn't.
Once the infantry are on dry land, be sure to take care of the Artillery and 2 RPG Towers if they're still around (which they shouldn't be). If they aren't you may take a potshot at the Light Tank, but primarily, you'll want to move along the land on your Battleship with your infantry on Wait mode, and attack the AA Towers across the bridge when you spot them. You should attack the Artillery too, so that it doesn't hit Solar's infantry. Don't worry about the Light Tank, because Solar can handle that.
Once that is out of the way, there's 2 more AA Towers that you can see along the path. If Solar's infantry are near enough the bridge, bring your infantry out of Wait mode as you attack the AA Towers. And don't forget about the third one around the POW Camp area. Once they're destroyed, take out the MG Towers if you wish, then move around the POW Camp. Do NOT free the POWs. Let the Solar player decide when to free them instead.
If you wish to take care of stuff on land pronto, put the Battleships on Wait once you switch to a land unit, and hunt down at least one of the 2 Light Tanks with a manually controlled Mortar. They'll be in the forest, but once the POWs are freed, they will advance to the Dockyard immediately and increase the risk of Solar soldiers being killed. Once the Light Tank issue is done, send your Mortars to attack the AA Tower then switch back to the Battleships.
WARNING: there is a serious glitch that happens around the POW camp: if you move too close to the shoreline with the Battleship, it will take continuous damage at a high rate and sink. Keep your distance from the shoreline while moving around the POW camp.
Once you get around the POW camp glitch, if you haven't done so, switch to a Mortar and put the Battleships on Wait, then while you wait for the Flame POWs to get to you, move through the trees to find an AA Tower. Repeatedly shoot it so that it ends up destroyed sooner and allowing the Solar player's Gunships to move in safely. Then switch back to the Battleship (preferably the more healthy one) and call the other Battleship.
The next part has a lone Battleship. Attack it and command your other Battleship to do the same. When you get rid of it, there's a whole bunch of targets waiting for you to trash them. Hit the Artillery first so that Solar's AAs can go through safely and attack the Bomber and you can also call your infantry to the area. Then take out the AA Towers to grant safe leeway for Solar's Gunships. Also note that there's an AA at the HQ, so attack that and Solar's Gunships have absolutely free reign over the area. Then it's just a matter of destroying every other enemy on land and capturing the HQ and you're done.
You may post them on GameFAQs since I'm not wanting to, but be sure to credit "Master Knight DH" (yours truly) for the work. (Be sure to fix up the formatting too.) | |
|