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Before you do anything else, set your docks to build two battleships, 6 cruisers, and your mecha bay to build 6 sea wings.
Before you do anything else, set your docks to build two battleships, 6 cruisers, and your mecha bay to build 6 sea wings.


Your reinforcment group includes 8 naginate cruisers and 2 battleships. Bring your surviving sea wings and rocket angels down to join your group.  Hotkey your battleships to one key, your cruisers to another.  Your air units should already be hotkeyed.
Your reinforcement group includes 8 naginate cruisers and 2 battleships. Bring your surviving sea wings and rocket angels down to join your group.  Hotkey your battleships to one key, your cruisers to another.  Your air units should already be hotkeyed.


It will take a little micromanagement, but you should be able to take out this enemy base without too much trouble.  The basic strategy is to target the construction yard from long range with your battleships and final squadron, and keep your cruisers in front of them for  defense.  If the enemy bunches up, use your cruiser special attack to break them up.  Destroy the construction yard first, or the enemy will keep erecting naval and air yards while you're destroying them.  Take out the clusters of defense turrets from outside their range. Then swoop in and destroy everything else.
It will take a little micromanagement, but you should be able to take out this enemy base without too much trouble.  The basic strategy is to target the construction yard from long range with your battleships and final squadron, and keep your cruisers in front of them for  defense.  If the enemy bunches up, use your cruiser special attack to break them up.  Destroy the construction yard first, or the enemy will keep erecting naval and air yards while you're destroying them.  Take out the clusters of defense turrets from outside their range. Then swoop in and destroy everything else.

Revision as of 20:34, 29 November 2008


Ducks in the Water

The first part is very simple. You have a force of two battleships, 4 or 5 cruisers, and within the first few minutes you are given 3 rocket angels. Your co-commander has a group of subs and other amphibious units.

The playing field is a solid stretch of open water with no land at all. Your objective is to sink all enemy MCVs attempting to pass through the area. There are about 4 or 5 collections of MCVs that pass through the area, and the majority are un-escorted by any offensive ships. So it's just target practice for your ships.

Near the end, an offensive force comes in from the east, but your ships should still make mincemeat of them without any noticeable losses. Use the rocket angels to paralyze a few enemy ships until your ships can sink them.

After all MCVs are destroyed, you will be tasked with another mission.


Tortoise Power

The next objective is to repair the two power cores on the Black Tortoise. You are given three rocket angels, 6 seawings, and two engineers. The seawings are fast, effective air-to-ground attack craft. The rocket angels are also effective in air-to-ground.

You begin with all your units in the water to the south of the Black Tortoise. Quickly select all of them and hotkey them to a number, then select just the engineers and give them a different number. Get everyone going north to the Tortoise. Direct the engineers to stop when they get to the top of the ocean ramp, and attack-move your wings and angels to the top as well.

There are four hotspots on the tortoise, where enemy infantry and armor are attacking. One is just up the ramp you use to board the Tortoise. The other is a little to the east, just southeast of the first power core (there are just a couple of infantry units here, not attacking). Another is northwest, by a row of ore factories, and the last is the second powercore to the northeast.

Your seawings and rocket angels will take out all of these with no trouble. You just have to make sure the path to the cores is clear for your engineers. I suggest you do the enemies at the top of the ramp, quickly get the couple of infantry units outside the first power core, then the enemies by the ore factories, then the units by the final power core.

While your air units are mopping up the first few bad guys, you can move the map to the ore factories and set them to repair to keep them from being destroyed until your forces can attack.

When you get your engineer to the final power core, they will both be at full power. That's when the enemy will attack in force.


Turrets

The Black Tortoise is equipped with many gun emplacements which will fight for you and serve as an enemy target to occupy them and keep their attention away from your buildings and the power cores.

When your mission begins, the lack of power on the Tortoise has placed them all at half health. As soon as you have a moment, set them all to repair, especially the one on the northeast corner.

The longer they stay functional, the easier time your co-commander will have defending the Tortoise.

Power Savers

For this next battle, you receive a bunch of reinforcements at the southwest corner of the map. Your co-commander will tell you they will defend the tortoise, so that means you are on the offensive.

There are three enemy bases that have sprung up to menace the Tortoise. The first is a stones' throw away from your reinforcements, so there is no time to lose.

On the Tortoise, you have a dojo, mecha bay, docks, and 3 working ore factories (assuming none got destroyed in the previous battle). In your reinforcement group, you have an MCV, a generator core, a refinery core, and a mainframe core. Send the refinery core to set up on the Tortoise in an open spot (you have six total). Set up the other buildings right where they are. Don't worry about base defense, you won't be attacked.

Before you do anything else, set your docks to build two battleships, 6 cruisers, and your mecha bay to build 6 sea wings.

Your reinforcement group includes 8 naginate cruisers and 2 battleships. Bring your surviving sea wings and rocket angels down to join your group. Hotkey your battleships to one key, your cruisers to another. Your air units should already be hotkeyed.

It will take a little micromanagement, but you should be able to take out this enemy base without too much trouble. The basic strategy is to target the construction yard from long range with your battleships and final squadron, and keep your cruisers in front of them for defense. If the enemy bunches up, use your cruiser special attack to break them up. Destroy the construction yard first, or the enemy will keep erecting naval and air yards while you're destroying them. Take out the clusters of defense turrets from outside their range. Then swoop in and destroy everything else.

Once you take the base, erect two ore refineries at that location to keep your production going. You don't need to erect base defenses, you won't be attacked.

Taking Stock

Take a moment to assess how your co-commander is doing. If the power cores have taken a few shots, build two engineers and set them to enter each power core to repair them.

Also, take a status of your buildings. The enemy will probably have been bombing the hell out of the Tortoise, so set any damaged buildings to repair to keep from losing them.

Final Mop Up

All you need to finish up the mission is about 10 cruisers, 4 battleships, and whatever air units you have. Rocket angels and sea wings work about the same -- both usually get wiped out but keep the enemy air occupied until you destroy everything.


Four battleships can take out an enemy building usually in one salvo. Consolidate your forces, hotkeying the like units. Advance on the final two bases, destroying the construction yard quickly with final squadron, then methodically taking out all unit producing structures, then everything else.

Meditate on a job well done.