Tank Force/Rounds 1-12

Round 1
The enemies are few here and headquarters is well-protected with steel walls. It's easy just to roam around and kill every enemy passing by and collecting valuable weapon power-ups.
 * This round contains a total of thirteen Normal Tanks and two Fast Tanks. A total of three powerups will also appear on this round.
 * The steel blocks in this game cannot be destroyed until you have collected a total of three Shot powerups, which lasts until dying.
 * The minimum amount of points you'll gain from clearing this round is 6400 and the maximum is 15400 (if all powerups are 3000).

Round 2
At some point, you'll most likely receive airstrike power-up which makes this level considerably easier.
 * This round contains twenty-one Normal Tanks, two Fast Tanks, and two Hard Tanks. Six powerups will also appear on this round.
 * The pools of water in this round can't be crossed over by either your tanks or the enemy tanks, but they can be fired over with shots.
 * The minimum amount of points you'll gain from clearing this round is 11600 and the maximum is 29600 (if all powerups are 3000).


 * 1 player tactics:
 * Blast open a tunnel just the south of bushes. If you want, you can also advance north to kill first appearing enemy tanks. Retreat to the tunnel as the enemy advances. You should receive airstrike power-up about the time when enemies in the right edge start opening the tunnel. After airstrike, it's pretty easy to take care of the remaining tanks.
 * 2 player tactics:
 * Second player should take care of the enemies appearing on the right side.

Round 3
This level is rather cluttered with tons of buildings but shouldn't pose much of a threat.
 * This round contains eighteen Normal Tanks and two Fast Tanks. Like the previous round, six powerups will appear on this round.
 * By this point, you will probably have collected three Shot powerups over the two previous rounds and can now destroy steel blocks.
 * The minimum amount of points you'll gain from clearing this round is 8400 and the maximum is 26400 (if all powerups are 3000).


 * 1 and 2 player tactics:
 * Tactics in this level are rather simple. First blast your way near the middle of the stage and position yourself there.
 * In the midpoint of this level, enemies start also to roll into stage from lower sides. Then (at least one of the players should) retreat near your HQ.

Round 4
Fourth round introduces the first boss. Fortunately, this is easy compared to some of the later ones. 2 light armoured wagons patrol on northern side of the stage. Normal enemies appear from sides and it's easy to shoot them down very quickly.
 * This round contains two first-type Train Cannons, eight Normal Tanks, eight Fast Tanks, and four Hard Tanks. Six powerups will also appear on this round. The first-type Train Cannons have a single cannon mounted upon their roofs and take eight hits to kill.
 * The minimum amount of points you'll gain from clearing this round is 18000 and the maximum is 36000 (if all powerups are 3000).


 * 1 player tactics:
 * Move to the middle of the long corridor north of your headquarters. Taking care of enemies appearing from both left and right of you, assuming you have quick reaction time, should be easy, especially with a tank with 1+ weapon upgrades.
 * When there are no normal enemies left, shoot a hole (preferably from tank spawning position to the north) to start shooting bosses, making sure that you have enough protective cover when you retreat from their cannons.


 * 2-player tactics:
 * Both players should move to the long corridor and each player should patrol either side of the stage, easily taking care of approaching tanks.
 * Take care of the boss like in 1-player strategy. Make sure that both player's firing spots are a bit spaced so protective cover would be present on both sides for both players. Best place to make those holes are from player respawning spots right next to HQ.

Round 5
This level has quite a tricky design with no larger fire corridors to shoot the enemies from, unless maximum firepower which allows to create a decent fire corridor. The saving grace is that the enemies run out of forces very quickly and most of the enemies are basic tanks with only a few fast tanks. End of round 5 introduces a flame tank, which, fortunately, is the only one in this round.
 * This round contains thirteen Normal Tanks, one Fast Tank and one Big Tank. A total of three powerups also appear on this round.
 * The Big Tank may be the slowest enemy in the game, but its flame-shot takes two hits to neutralize, and itself takes five hits to kill.
 * The minimum amount of points you'll gain from clearing this round is 7300 and the maximum is 16300 (if all powerups are 3000).


 * 1-player tactics:
 * Drive just north of headquarters, destroy small brown blocks and continue to hold position there.


 * 2-player tactics:
 * 2 players with combined firepower can make a fire corridor just north of headquarters which becomes hard for the enemy tanks to penetrate. It's advised for one player to be 1 large tile south of other to prevent accidental kicking with each other's bullets.

Round 6
This stage features some water bodies and lots of buildings. Your base is fortunately heavily protected.
 * This round contains fifteen Normal Tanks, four Fast Tanks, and six Hard Tanks. A total of six powerups also appear on this round.
 * The pools of water in this round can't be crossed over by either your tanks or the enemy tanks, but they can be fired over with shots.
 * The minimum amount of points you'll gain from clearing this round is 12400 and the maximum is 30400 (if all powerups are 3000).


 * 1-player tactics:
 * Immediately move near the middle of the stage and make a fire corridor there. Don't worry about the left side yet. Some water in here lets to kill some enemy tanks even before they shoot their way across. Most of the enemies are breaking their way into your fire corridor so that they can easily be shot down.
 * About midpoint, enemies are also starting to appear from southern point of west side and also in eastern side, forcing you to keep your attention to these positions. Moreover, enemy tanks also start to break through the building between 2 westernmost water bodies. When enemies are starting to break through, be ready to retreat when necessary. Fortunately, there's still heavy protection around your HQ, but eventually you have to take down enemies threatening it.


 * 2-player tactics:
 * Player 1 should drive to the left side and player 2 should go to fire corridor described in 1-player tactic.
 * When enemies on sides start to appear, player 2 should stick to the fire corridor while player 1 should take care of anything slipping past player 2.

Round 7
A moderately challenging level. Most of the enemies either tend to drive to the small central area but a few coming down along sides of the map, leaving the base quite vulnerable from all 3 sides. Fortunately, this round isn't a very long one and in 3rd part of the end of the level, jeeps show up which generally aren't that dangerous.
 * This round contains eight Normal Tanks, eight Fast Tanks, and eight Jeeps. A total of nine powerups also appear upon this round.
 * The Jeep may be the fastest enemy in the game and may possess the ability to lay lethal dynamites, but it only takes one hit to kill.
 * The minimum amount of points you'll gain from clearing this round is 17200 and the maximum is 44200 (if all powerups are 3000).


 * 1 player tactics:
 * First drive north, allowing you to take down a few to several enemy tanks soon after appearing, then retreat near the base and stay in the middle. If you want, you can shoot a path down the middle, allowing you to destroy enemies wandering into small central area in much shorter time, although then you have to keep eye on both the middle and edges. When barricades near the edges are breached, things can get bad for you. Hardest part of this stage is to deal with armoured tanks which follow quickly after normal tanks.
 * When most of tanks are destroyed, jeeps appear for the first time. Jeeps are very fast and always moving, making them hard to hit. However, their firepower is low and they pose a small threat to HQ and your tank, allowing you to wander around the map a bit more.
 * 2-player tactics:
 * It's generally better if one player stays just north of the HQ like in 1-player mode while second player drives north to, destroying many of the enemies quickly.

Round 8
Introduction to AK-1 vehicle. This massive vehicle has 3 turrets which must be destroyed to finish the vehicle. Turrets of this vehicle shoot when they point downward. Apart from the AK-1, the only other enemies are jeeps which appear 1 at a time when all the turrets of AK-1 are present.
 * This round contains the first appearance of AK-1, along with fourteen Jeeps. A total of nine powerups will also appear on this round.
 * Each of AK-1's turrets will fire two fast-moving bullets at you and takes fifteen hits to destroy, which makes for a total of forty-five hits.
 * The minimum amount of points you'll gain from clearing this round is 27200 and the maximum is 54200 (if all powerups are 3000).


 * -player tactics:
 * Go to the west and kill the 6 first appearing jeeps right after they spawn. Do the same in the east side of the map. Jeeps generally pose a little threat to the headquarters.
 * When you don't have a line of fire to jeep and there's an opportunity to damage AK-1 turret, do so. Just remember that destroying a turret increases the maximum amount of jeeps on-screen by 1.
 * After jeeps, move as north as possible to maximize the speed of taking out the boss. Only move away from it when turret is starting to point downward.


 * 2-player tactics:
 * One of the players should do step 1 in 1-player tactics and the other one should take care of the boss right away.

Round 9
This level is fairly easy. The main threat comes from armoured tanks at the beginning of the stage. They'll soon be replaced with basic tanks. In a final third of the stage, light missile launchers make their first appearance.
 * This round contains twelve Normal Tanks, eight Hard Tanks, and ten Rapid Tanks. Nine powerups will also appear on this round.
 * The Rapid Tanks may possess the ability to fire four fast-moving bullets and destroy your HQ in one hit, but only take one hit to kill.
 * The minimum amount of points you'll gain from clearing this round is 20800 and the maximum is 47800 (if all powerups are 3000).


 * 1 and 2 player tactics:
 * It's best (for at least one player) to stay a bit north of HQ. First part of the stage is the hardest one and it's better to eliminate armoured tanks as quickly as possible, minimizing the range between them to take them out quickly. Basic tanks following that is much less of problem.
 * Pay in mind when light missile launchers show up, it's better to stay out of their line of fire when they're stopping. Allowing them to reach your base is fatal because they can destroy it in one shot. In this round, however, they're easy to eliminate.

Round 10
Steel walls with some bricks dominate this area. At the start of the round, you'll be greeted with several flame tanks. As battle progresses, they're replaced with fast tanks mixed with armoured tanks. Near the end of the stage, basic tanks with fast tanks show up.
 * This round contains nine Normal Tanks, six Fast Tanks, four Hard Tanks and six Big Tanks. 6 powerups also appear on this round.
 * Once again, the Big Tank may be the slowest of enemy, but its flame-shot takes two hits to neutralize and itself takes five hits to kill.
 * The minimum amount of points you'll gain from clearing this round is 16000 and the maximum is 34000 (if all powerups are 3000).


 * 1-player tactics:
 * Move a bit north of the headquarters and clear the way to get a long firing corridor which most enemies have to pass. Having a 3rd weapon upgrade is very handy in here, since it allows to make a passage to the easternmost side.
 * Try to eradicate the initial flame tank wave quickly, especially those on the right side. After that, armoured and fast tank combination should provide quite a challenge. When bricks on the east aren't destroyed yet, you should stay near the firing corridor.
 * When the bricks on the right are destroyed, it becomes much harder to defend the base. Retreat near your headquarters and keep eye on both sides, especially the right one.


 * 2-player tactics:
 * One player should keep the eye on the firing corridor while other should advance the northeast side of the map. When brick wall on the east gets destroyed, second player should retreat to the southeastern corner while the first player should keep hold of its position.

Round 11
This stage has 6 gas tanks in it. Some more conveniently placed than others. Otherwise the stage is pretty cramped and alleyways are narrow. Fortunately, most of the enemies here are basic tanks with a few fast tanks accompanying them.
 * This round contains twenty-six Normal Tanks and four Fast Tanks. Like Rounds 7-9, nine powerups will also appear on this round.
 * The six gas tanks in this round will explode once you have fired five regenerative shots at them and kill any enemies in their vicinity.
 * The minimum amount of points you'll gain from clearing this round is 13200 and the maximum is 30200 (if all powerups are 3000).


 * 1 and 2 player tactics:
 * Drive north and clear the alley between north and southern gas tanks. After destroying a few wandering tanks, wait for the enemy tanks to gather around 2nd eastern gas tank, before blowing it up. Then stick on the alley a bit, picking off tanks trying to advance.
 * When enemy tanks advance, drive near headquarters and position yourself there.

Round 12
This is the second railway boss level, where the boss on the north consist of 1 light armoured wagon and 1 heavy armoured wagon. Although still beatable, it's much harder than the first railway boss round. Not only has the boss firepower increased, a clear fire corridor near the enemy respawn points is also absent and thus the main threat comes from the normal enemies who can easily attack your base. Luckily, 2 small steel blocks on the southern edge of the stage are so conveniently placed that some of the enemies get stuck (mainly armoured tanks), allowing you to have several cheap shots on them.
 * This round contains one first-type and one second-type Train Cannon, twelve Normal Tanks, two Hard Tanks, four Jeeps and two Rapid Tanks. The second-type Train Cannon has two cannons, mounted upon either side of its roof, and takes sixteen hits to kill.
 * The minimum amount of points you'll gain from clearing this round is 20400 and the maximum is 47400 (if all powerups are 3000).


 * 1 player strategy:
 * First organize your defence against normal enemies. Start by moving to the western side and take care of jeeps and then immediately retreating back to northern wall of your HQ, trying to take down as many enemies as you can. When enemies slip by, be ready to interfere their attempts to destroy your base. Take care of tanks getting stuck behind small steel blocks. Once again, when you don't have a clear shot to normal enemies, but you can shoot bosses, do so. Don't hesitate too long in this level because you'll notice that bosses actually chip away valuable protection fairly quickly.
 * When regular enemies are gone, attack bosses, but be quick since protective cover may be scarce by this point.
 * 2-player strategy:
 * It's much easier with 2 players, since both players can defend their own side simultaneously, getting rid of normal enemies much quicker, thus having more cover left when attacking bosses.