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Raid on Alcine
Build 2 construction rigs, using them to build a training center, and an
assembly plant. Build up a force of Guardians, some scout runners if you want,
and head south on the path, there is a small installation there, you should only
encounter a few scattered infantry units, and a turret. Destroy that and head
east, in the center there are about 3 water launch pads. destroy them, and your
on you way.
Poison Sky
Build plasma turrets to block off the eastern entrance to your base and to
protect your southern border. Take advantage of the fact that your base is
surrounded by protective rocky boundaries. Build a Water Launch Pad near the
freshwater spring visible at the start of the level. As soon as you have a
couple turrets set up, build a second Water Launch Pad near the second
freshwater spring in the top left corner of the map. Build some Guardians and
armored units and head south. Turn east and attack the Freedom Guard units near
the freshwater spring - later you can bring another couple of Construction Rigs
down and build a plasma turret and another Water Launch Pad there. Continue
attacking east, avoiding the laser turret, and take out the Assembly Plant at
the bottom of the map. Once the plant is gone, you can continue south and take
out the Freedom Guard Training Facility, HQ, and Water Launch Pad.
Prison Break
Build a Water Launch Pad near the freshwater spring at the southern edge of the
map. Build a few plasma turrets to protect the northern entrances to your base.
As soon as you have an Assembly Plant built, create a few Scout Runners and use
their attack range to take out the laser turrets blocking the path to the
freshwater spring to the northeast of your base. You can also take some of the
turrets out safely with Bions by huddling at the edge of the jungle outside of
the turrets' sighting range. Build another Water Launch Pad there and guard it
with a turret to prevent attacks from the north. Remember the key advantage that
your Scout Runners and Plasma Tanks have in these early scenarios: As
hovercrafts, they can usually escape enemy units or avoid turrets by crossing
water or swamps. Build another Assembly Plant and a few turrets on the eastern
road. The convoy will eventually try to escape down that road, and your turrets
will ensure that the convoy has a very "eventful" trip, even if the
convoy slips by your units. There are also a few prisoners on that road, which
are in dire need of execution. Using Plasma Tanks or Scout Runners, cross the
water to the west to prevent Freedom Guard Freighters from getting to the
freshwater spring along the western road. You should also kill the escaped
prisoners on that road. Now that you've limited the Freedom Guard to one
freshwater spring, you should be able to attack the Freedom Guard base without
being overwhelmed. Build a large group of units and attack from the east. Use
Scout Runners to attack the turrets, protected by a row of Plasma Tanks slightly
behind them. If your Scout Runners are attacked, retreat behind the Plasma Tanks
until your attackers are destroyed, then resume your attack on the turrets.
After you take out a couple of turrets, you should be able to enter the heart of
the Freedom Guard base and begin attacking key buildings and, more importantly,
the convoy. It will try to flee when you get close to it, so direct your fire at
the convoy as soon as it is in range so that you can get it started on its
retreat. After all, your turrets are waiting.
Teron Occupation
Start off by sending a couple of Shredders out to do some damage - the rioting
civilians are easy targets and also not threatening, so concentrate your attacks
on the abundant number of Freedom guard infantry in the city, while avoiding
turrets and armored units. Keep the Shredders together so that they can quickly
take out infantry that might try to counterattack. If one of your Shredders is
weakened, move it slightly behind the other and use "formation move"
(the f key) to keep the damaged Shredder away from most Freedom Guard guns. You
should be able to wipe out a significant portion of the infantry in the city if
you're cautious and at the same time scope out the Freedom Guard position. While
you're having fun with the Shredders, build your base near the spring slightly
below your starting position and build a couple plasma turrets on the roads
towards your base. As soon as you can destroy the two bridges into the city, the
rest of the level is a cakewalk, but getting to the bridges is fairly difficult
because Scout Runners are the only unit you have available to safely take out
laser turrets. Build a group of four to five Scout Runners (any more gets a bit
unmanageable, as it becomes difficult to prevent them from wandering into the
firing range of enemy turrets), and begin taking out the turrets to the east,
towards the second freshwater spring in the city. Use Plasma Tanks and Shredders
to clear the path to the turrets of enemy units. Once the path to the spring is
clear, build a second Water Launch Pad nearby with a couple of turrets to
protect it. Take a group of Scout Runners east along the northernmost portion of
the city, and when you hit the river, head south. Stay in the water and attack
the turrets guarding the bridge using your superior range. You will likely be
attacked from the shore, but try to persevere by retreating (or sacrificing)
your easternmost Scout Runners. Once the turrets north of the bridge are gone,
attack the bridge itself (using the a key). Bring up a few Plasma Tanks to speed
the destruction of the bridge along. Once it's gone, that portion of the city is
safe, as the Freedom Guard doesn't have any hover technology available to cross
the river. Begin clearing out the rest of the city, making the destruction of
the bridge on the southern outskirts of the city (just a little east of the left
side of the map) your top priority. You can mop up any forces within the city
later. Get a force of Scout Runners into the river by heading south along the
left-hand side of the map then head east until you can attack the turrets.
Again, it's likely that you'll face a few counterattacks but keep trying to take
down those turrets and then the bridge itself. It may be worthwhile to send a
diversionary force farther south across the river to attack the Freedom Guard
base near the freshwater spring. If you can cut off the Freedom Guard's water
supply from that spring, your job will get a lot easier, and even if you fail,
you'll take pressure off your Scout Runners attacking the turrets guarding the
bridge. Once the bridge goes down, your forces in the city will only have to
worry about the remaining Freedom Guard forces in the city.
Kendrick Water Assault
In this mission you have the Freedom Guard completely outmatched, provided that
you can survive for the first few minutes. You start out with some Tachyon Tanks
and quite a few credits. Start building a few more Tachyon Tanks and add a few
turrets around your base boundaries. Enemy infantry will come out of the hills
as well as down the roads, so don't leave any undefended approaches to your
base. Your Tachyon Tanks work well as artillery, using their extensive range to
protect your turrets and other buildings until you have generated a sufficient
force to start taking the offensive - all you really need are a few more Tachyon
Tanks and a few Bions. Start moving up the left-hand side of the map and attack
the Freighter and defending Freedom Guard units near the freshwater spring up
the road. Annihilate them with your Tachyon Tanks (retreating occasionally to
avoid getting hit, while using your superior range to pound your pursuers).
Build a Water Launch Pad and a few turrets to protect it. There's a Freedom
Guard Training Facility in the hills to the east of the spring. You won't be
able to get any armored units up the hills, so you'll have to overwhelm it with
Bions and/or a large wave of Guardians. Take the other freshwater spring in the
southeast corner of the map using a similar force of Tachyon Tanks and build
another Water Launch Pad and some more turrets. Keep building Tachyon Tanks and
start advancing up the roads, destroying any enemy units you find, and
concentrating on getting to the remaining freshwater springs. Freedom Guard Tank
Hunters are dangerous, but their limited range makes them vulnerable - retreat
your own Tachyon Tanks and pick off the Tank Hunters as they chase after you.
There is an additional Freedom Guard Training Facility in some hills just
northeast of the center of the map, so you'll have to overwhelm that one with
infantry as well. Once you cut the Freedom Guard off from the freshwater
springs, descend on the Freedom Guard base from the east and from the south.
Once the Freedom Guard base is breached, the Freedom Guard will try to destroy
the Water Extraction Compound, so be prepared to charge into the base
(sacrificing units if necessary), to prevent the compound from being destroyed.
By the time you get to the Freedom Guard base, however, you'll likely have a
massive Tachyon Tank wave that'll be more than ready to clean out the remainder
of the Freedom Guard base.
Infiltration on
Malik
A Tachyon Tank rush is absolutely invincible on this level, provided that you
make the following preparations. Build a few turrets to protect your starting
base, especially from the southeast corner base. Start cranking out Tachyon
Tanks and marshal your forces near the Hover Research Facility immediately, then
begin trying to destroy the northern bridge onto the island. Once you have a few
Tachyon Tanks built in your base, start moving east and destroy the enemies
blocking your way to the bridge to the southeast-corner island. Make the
destruction of those bridges your primary focus. Once they're gone, the level
has effectively been won, because the Freedom Guard won't be able to really
threaten you again. Once the bridges are down, park a few Tachyon Tanks west of
the destroyed bridge leading to the southeast base. Their superior attack range
will allow your Tachyon Tanks to destroy the enemy units on the island without
being attacked themselves. Build a few turrets to prevent any Freedom Guard
units from crossing the nearby land bridge leading north. With the rest of your
Tachyon Tanks, start heading west and then north, following the curve of the
land, destroying anything in your path. Nothing in this level can cope with your
Tachyon Tanks, but be sure to retreat from Tank Hunters until you pick them off
outside of counterattack range. Just keep on moving, reinforcing your units if
necessary, until you make your way to the Freedom Guard base in the northeast
corner of the map. Destroy it and build a couple of Water Launch Pads to take
advantage of the freshwater springs - you'll need a Hover Freighter to get to
the freshwater spring in the northeast corner of the map. The remaining Freedom
Guard forces will be boxed in the southeast corner of the map. Make a wall of
Tachyon Tanks near the destroyed bridge and just start moving east, using the
"formation move" command to keep your tanks in a line.
Subterfuge
Don't worry about the game-relative 30-minute time limit - it's significantly
longer than real time and plenty of time to fulfill the objectives. Build a few
Construction Rigs and send them to build Water Launch Pads near the two
freshwater springs at the top of the map and a Power Generator in the northwest
corner near the Taelon deposit. For your Infiltrators to get into the Freedom
Guard base, they'll have to morph into Freedom Guard infantry units. Use your
Invader Troop Transport to scout the way into the Freedom Guard base in the
southwest corner of the map - don't load all of your Infiltrators onto the
transport or you'll risk losing the mission. As soon as your Troop Transport
spots some infantry, morph your Infiltrators. Send them in one at a time and
head straight for the HQ in the southwest corner of the map. You could steal the
plans to individual units from the Training Facility and the Assembly Plant, but
that's not as efficient as stealing the plans to a whole Assembly Plant from the
HQ. Don't get greedy - only go for one set of plans at a time to lessen your
chances of getting caught. Have your transport on standby just north of the
enemy base to ferry your retreating Infiltrator quickly back to your own HQ.
Once you get the plans for the Assembly Plant, build one then start cranking out
some units. Skirmish Tanks should be sufficient for now, but as you get more
credits rolling in, start building some Triple Rail Hover Tanks. Next use your
Infiltrators to steal the plans for laser turrets and Heavy Rail Platforms
(again, one at a time) and then a Training Facility. If you steal the plans to a
Phasing Facility, you'll be able to upgrade it and get a Phase Runner, which is
useful for launching some surprise attacks into the heart of the Freedom Guard
base. Start building some defenses around your base. Don't forget to put a
couple of turrets to guard the Water Launch Pad you built in the northeast
corner. The Freedom Guard only has one freshwater spring available (in the
swamp, near the center of the map), and with a group of Triple Rail Hover Tanks,
you'll be able to get to it fairly easily. Stay out of range of the Heavy Rail
Platforms for now and concentrate on killing the Freedom Guard Freighters to cut
off the Freedom Guard water supply. It helps to bring a few Construction Rigs
down to the clear area north of the freshwater spring to establish a new
Assembly Plant and a series of turrets. Also, build a couple of laser turrets
and a Heavy Rail Platform in the open plain to the west, blocking off the small
north-south passage to the Freedom Guard base through the forest. Eventually the
Freedom Guard will throw all it has at you but will be crushed by your turrets,
leaving you with a bunch of unguarded buildings to burn. While the battle around
the water supply should be your primary focus, to speed things along, it's
worthwhile to build a diversionary force of Triple Rail Hover Tanks to start
attacking the civilian city by traveling down the far right side of the map. The
Triple Rail Hover Tanks can take out the Heavy Rail Platforms if they have a
sufficiently unobstructed sight and can attack from extreme range at an angle.
It's actually more difficult than usual to get that angle on the Heavy Rail
Platforms in this mission because of dips in the terrain and blocking foliage.
You likely won't have to face many enemy units with your diversionary force so
concentrate on destroying buildings.
Tactics (8-11)
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