Difficulty: ***
Days: 9-16
Technique Limit: 2-4
Briefing:
This is your first fight against the enigmatic Sturm. The level
is longer than usual, and is a test of endurance and unit management.
His CO meter is thankfully not active, and the best CO for the job, Max,
is all set to mash Sturm's units into paste. Since the computer Sturm
has +20% offense and -20% defense, Sturm's units are like paper
compared to Max's massive offensive direct bonus. On road terrain, one
of Max's tanks can take out an entire one of Sturm's tanks in one
attack! With this kind of firepower, you can easily tear Sturm's units
apart.
To win the level most efficiently, move your units along the road
towards Sturm's base, capture the sea port, and land three to four
ground units to eliminate the last of Sturm's resistance. Ignore the
air port; just concentrate on muscling your way into Sturm's territory.
By land, bait and eliminate the air units, capture the cities,
factories and sea port, and move up the road to Sturm's base. By sea,
eliminate the sea units with your lone sub and begin building landers
and tanks to send over to the shore by Sturm's base. To eliminate the
fighter, bait it with your transport copter and destroy it with your
anti-air or a newly created cruiser.
A point of contention is whether the fighters will move into your
attack range while chasing after your transport copter. If one of the
fighters stays away, you will have to blockade your transport copter
from attack, or start the level over. After day four the enemy will
behave very erratically, and there are a number of scenarios.
When you are attacking progressively up the road, use your tanks
and anti-air units in the back first, and then use your units in the
front last, so that you can move farther to attack the enemies in back.
If you're an expert player, try eliminating Sturm by day 9. It's not
as easy as it sounds!
Walkthrough:
This guide uses Max
Day one, load your north infantry and mid tank into
the lander and move it east to the shore, dropping the infantry east
and mid tank south. Load your north mech into the APC and move the APC,
tank, and rocket launcher south along the road. Move your missile
launcher one southwest, your remaining infantry east of the rocket
launcher, your anti-air south, load your mech into your transport
copter and move it four south, two east, dropping the mech off, and
dive your sub three east one south. Create a tank.
Day two, move your APC south and drop your mech south, move your
transport copter east of your missile launcher and load it with the
infantry, and begin capturing the northeast factory and middle city.
Move your tank on the factory four south two east, and your remaining
tank east of that tank, move your missile launcher, anti-air, and
rocket launcher south along the road, and move your mid tank three
south one west. Create a tank. The fighters should move into your
missile launcher and anti-air attack range. If they didn't, start over.
Day three, attack the north fighter with your missile launcher,
and the remaining fighter with your anti-air from the east, the recon
with your east most tank from the west, the infantry with your mid tank
from the east, and the sub with your sub from the north. Move your APC
one south five east, your south tank one south, your remaining tank
four south two east, your rocket launcher southeast along the road,
your lander to the west of the enemy battleship, and move your
transport copter four south two east and drop the infantry south.
Finish capturing the factory and city, begin capturing the southwest
city with your mech, and create a tank.
From day three on, the AI will behave erratically with it's tank,
artillery, and whatever units it creates. Either it will move it's
units forward to be attacked, such as the tank, APC, anti-air unit and
artillery, or it will keep them away, making your advance more
difficult. I am going to write based on the tank and anti-air unit
moving forward. Since the chances of everything going through exactly
as I wrote the walkthrough are small, you will have to adjust your
strategy. Remember that you can take up to 16 days and still have a
perfect speed score.
Day four, move your lander four steps west, attack the battleship
with your sub from the north, the tank with your rocket launcher and
infantry, then use your CO power. Attack the bomber with your anti-air
from the west, the mech with your mid tank from the east, the infantry
with your tank that's northeast of the rocket launcher, the anti-air
with your tank that's east of the rocket launcher, and the rocket
launcher with your remaining tank. Finish capturing the southwest city,
and begin capturing the sea port and second middle city with your mech.
Move your transport copter three steps east, your missile launcher
southeast along the road, your tank on the factory four south three
east, and create a tank in the northeast factory.
Day five, attack the mid tank with your mid tank and west tank,
the infantry with your next west tank, the missile launcher with your
next west tank, and the tank with your remaining tank. Finish
capturing the city and sea port, begin capturing the second southwest
city, begin capturing the southeast city, move your transport copter
two east two north, move your missile launcher then rocket launcher
east along the road, your anti-air unit east, move your sub one south
four east, load your tank into your lander, and create a mid tank in
the northeast factory.
Day six, attack the anti-air unit with your center tank from the
west and damaged tank from the north, and attack the sub with your sub
from the south. Move your tanks, anti-air unit, and mid tank east and
northeast along the road, and your missile launcher east and rocket
launcher south of the infantry on the city. Load your mech into the
transport copter and move it five east dropping the mech east, finish
capturing the two cities, move your remaining infantry west, load the
mid tank into the lander and move it one south five east, and create a
lander. The AI will act unpredictably on this day. If the enemies
diverged and you weren't able to follow all the way through, you should
still be able to barge through and finish before day sixteen for a
perfect speed score.
Day seven, attack the battleship with your sub, the tank with
your mech, the artillery with your tank that's northeast of your anti-
air unit, and move your anti-air, tanks, and mid tank northeast along
the passage. Move your damaged tank east, missile launcher one south,
begin capturing the factory with your infantry, move your rocket
launcher one north, your loaded lander five east one south, begin
capturing the northeast city, move your transport copter one northeast
and create a tank.
Day eight, move your damaged tank one north, attack the 5HP
anti-air with your mech, the APC with your tank that's east of your
anti-air, the missile launcher with your east tank, the infantry with
your rocket launcher, and the transport copter with your missile
launcher. Finish capturing the city and factory, load your tank into
your lander and move it five east one south and drop the tank south,
move your anti-air southwest of your mech, your remaining tank north of
your anti-air, your mid tank northeast, move your remaining lander one
east five south and drop your tank west, mid tank south, and create a
cruiser.
Day nine, use your CO power. Attack the fighter with your
cruiser, the infantry with your mid tank, the mid tank with your mid
tank from the east and 3HP tank from the west, the rocket launcher with
your anti-air unit from the north and 1HP tank from the west, the
infantry with your tank, the tank with your tank, and the anti-air unit
with your tank.
Mission List
Next Mission: The Final Battle!
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