Military Madness/Boards 25-32

Be warned: boards at this point are beginning to get so difficult, that they really aren't fun anymore. Expect to lose often, and expect to win only by maximizing the very smallest advantages.

Board 25
Send a Mule with Charlie to the south factory as quickly as you can, and bring the reinforcements north to join the rest of your forces.

Board 26
Park one Falcon in front of the southwest factory for one turn to divert his Panthers. Then try to stage and win an air war in range of your Hawkeyes as soon as possible. Be sure to attack his pieces from opposite sides as much as possible to get the benefit of the surround effect.

Once you rule the air, use your Falcons to obstruct his pieces and control the flow of the game. You should be able to capture the southwest factory with its two Hunters and also get the Pelican in the second closest neutral factory. Then use the Pelican or the Mule on the southern highway to win the game.

Board 27
Mobilize your Charlie and take the factory to the North. Leave bigger, slower units behind to pick off enemy units. Take strategic advantage of your trigger to increase defensive maneuvers. Even if you capture the rest of the board, the choke point to the enemy prison could lose you the game.