**************************************************** EMPIRE EARTH II: AGE OF SUPREMACY UNOFFICIAL CAMPAIGN GUIDE For use with Empire Earth II: Age of Supremacy (c)2007 Perrin Miller <[email protected]> Version: 1.0 **************************************************** This was written for submission to: http://www.gamefaqs.com/ *********************************************************************** * * * TABLE OF CONTENTS * * * *********************************************************************** [1.0] Introduction [2.0] Basic Strategy [3.0] Egyptian Campaign [3.1] Neferkare and the Old Kingdom [3.2] Black Sun Over the Delta [3.3] Smile of the Crocodile [3.4] Osiris Enraged [3.5] Horus Ascendent [4.0] Russian Campaign [4.1] After Austerlitz [4.2] Playing for Time [4.3] The Continental System [4.4] Scorched Earth [4.5] Liberation [5.0] Maasai Campaign [5.1] Rite of Passage [5.2] A New Home [5.3] More Valuable Than gold [5.4] Invasion [5.5] African Freedom [6.0] Final Thoughts [7.0] Version History [8.0] Credits *********************************************************************** * * * [1.0] INTRODUCTION * * * *********************************************************************** This guide is written to provide an insight into the various scenarios that make up the Single Player Campaigns that shipped out with Age of Supremacy (AoS). After playing Empire Earth II last year I set it aside and moved on to other games. I replayed it again in preparation of AoS when I recently bought the expansion. I was surprised that no guides existed already. Either the expansion was not that popular or a guide was not needed. In any case I decided to take down notes and write one as I played through the scenarios. I have written character guides before for Neverwinter Nights, but this is the first time I have done a walkthrough for a strategy game. I have been playing strategy PC games since they were created, who remembers Empire and Civilization? I don't claim to be a great player and I don't really get into the multi-player aspects of these games, but I am experienced in many games. I plan to make this guide to serve as an outline of my strategy used for the completion. It not intended to be the best way to complete each scenario, but I will include strategy revisions from other players if they are constructive and help make the guide better. *********************************************************************** * * * [2.0] BASIC STRATEGY * * * *********************************************************************** For Empire Earth II (EE2) the first basic component that players need to master is the resources. Balancing them can be a matter of preference and experienced players probably have their own ideas. Some scenarios require some adjustments based on Objectives to be accomplished. My basic prefence is to use only 3-4 food (including boats), 7-10 wood, 5-6 stone, 4-6 gold (including traders), 2-4 of the specials depending on usage. Of course in scenarios where the Population Capacity (Pop Cap) is around 200 or more this may need to be increased. For Tech Research I usually go for 1 university and 1 temple, but that depends on starting buildings and units. I tend to not use priests units except for special Objectives, so I put the starting units into a Temple. I will sometimes go with only 1 building for research if there is no Epoch advancement in the early Epochs when research is cheaper. I usually use at least one dedicated building team with 2-4 citizens to handle my main construction efforts. This team is usually building the defenses around my primary Areas of Interest (AOIs) initially. As I expand into new territories throughout the Area of Operations, they follow the army's advance, building the forward defenses and infrastructure. I use regular resource gathers to do spot building/repairing in nearby locations if necessary. Using the [Shift] key to queue up orders and send them back their resource gathering without revisiting them again. In my strategy I am probably light on resource gathering. In most scenarios it is going to boil down to attrition principles and the more you cost the enemy compared to your expenses while preserving the main army is to your advantage. I don't like throwing away armies and rebuilding them quickly with a larger resource gathering plan. I prefer letting the enemy kill themselves on my defenses until my larger army rolls over them. Identifying key AOIs and Choke Points (CPs) are important to protect against counter-attacks and invasions during the scenarios. Also proper defenses are necessary to ensure resource gathering efforts are not disrupted by the enemy. Consolidating the resource operations into protected areas is best. It does mean the enemy could really hurt if they can attack those areas, but the idea is to prevent them from ever getting close. For armies I usually use 1-2 infantry groups, mixed with balance of all 3 types of infantry plus light artillery. The heavy artillery is grouped separately to keep them behind the infantry and keep the infantry army formation more compact and manageable. Also use 1-2 mobile groups of cavalry for quick response and flanking attacks/raids. In later Epochs the cavalry is replaced by more modern equivelants. Air and Anti-air is used to support the ground forces. With the heroes, I tend to split them among the 2 infantry armies if appropriate and form armies to make them more effective. The heavy artillery and cavalry heroes stay with their type of units. Winning the military crown can turn one of your ranged heroes or the named leader into better strategist as well. The supreme strategist should always be with the main army. At the end of a scenario, tributing a few extra surplus units to be killed by the appropriate type of unit can get those last remaining kills to get the hero not yet received. In some situations a spy can be a force multiplier to sabotage an enemy fortress while your army has to operate in its vicinity and it is difficult to knock it down with heavy artillery without taking a heavy toll on the army. Going for the Imperial crown first can speed along the Tech Point gathering to gain the other Crowns faster. *********************************************************************** * * * [3.0] EGYPTIAN CAMPAIGN * * * *********************************************************************** [3.1] Neferkare and the Old Kingdom =================================== [3.1.1] Objectives ------------------ Primary: Rescue Miners Dumyat in the South Protect Mining Camp in Dumyat Build 2 Wonders before time expires (approx 30 minutes) Secondary: Defeat Bandit Camp Tribute Gold to Gain Market Tech [3.1.2] Battlefield Intelligence -------------------------------- Narrow map with rocky terrain narrowing movements to ravine passages. Large flat areas for construction are limited. * Starting city of Esna is in NW corner protected mostly by ridges and trees. Resources are all present and accessible. * Abydos shares the NE border of the starting territory they remained friendly/neutral throughout the scenario. * The Black Sun Bandits have some forces in small groups in the passages betwen Esna and Dumyat, but no city centers or military production. Their stronghold is in the SE corner, protected with palisades and a ridege with a narrow slope to access. * Key CPs: #1 Gap in SE corner of Esna just South of eastern barracks #2 NE of Dumyat just over ridge with stone and gold resources [3.1.3] Course of Actions ------------------------- 1. Reorganize the resource gathering and set up some Tech Point gathering. Need heavier emphasis on wood, stone, and gold than normal. Stone is actually in Abydos North of Esna's city center, but a warehouse can be built on the ridge next to it. Gold is a little difficult to see behind the trees NE of the city center. Build temple and garrison a 2nd priest. 2. Build a few defenses at CP#1, setting the rally points of the military production buildings to be just behind. 3. The initial military units with Kemsa can head south, moving slowly to take out the small pockets of bandits one at a time. Initial unique elephants should be sent along to assist. 4. The initial army push on to liberate Dumyat using Kemsa's rally power after getting past the fortress before fighting cavalry near CP#2. 5. Upgrade units when possible. 6. Claim the territory just South of Esna. 7. New military units will create 2nd army with artillery, elephants and infantry, assembling to defend at CP#1. 8. The new citizens in Dumyat can be put to work gathering more wood, stone, and gold to build the 2 Wonders (approximately 3000 wood, 3000 stone and 2000 gold will be needed). Build a city center in Dumyat next to the fortress build defenses at CP#2. 9. The Kemsa's army can head North from CP#2 via western most passage to discover the market and pay the requested tribute (700 gold) to gain the Tech. Send the army back to Esna after leaving a detachment of 15-20 to defend CP#2. 10. During battles try and gain heroes in artillery, elephants and ranged infantry to assist in later scenarios. building more of those units to increase their kills. 11. With heavy artillery support attack the bandit towers and gate just SE of CP#1 and push up the slope to destroy the outpost and barracks. 12. Start building the Wonders as the resources are available, using the market to make up for shortfalls. The Imperial Leader will speed the foundation along significantly before the citizens actually start building. 13. Build city center in territory East of Esna and another in the territory North of Dumyat. 14. Advance to Epoch 3 when ready and upgrade units again. 15. Invade the bandits with entire army by heading towards the SE corner and destroy all their buildings. The slope accessing the flat area of their territory is almost due East from the market NE of Dumyat. 16. Finish building the 2nd Wonder after bandits are eliminated. [3.2] Black Sun Over the Delta ============================== [3.2.1] Objectives ------------------ Primary: Eliminate Black Sun Leader Ah-ket Destroy Black Sun Workskops and Military Production Buildings Destroy/capture all Black Sun City Centers Secondary: Fill Grain Stores (4000 food) Establish Alliance with Baraka (Tribute 750 gold) Protect Temple of Horus (destroy Black Sun Workshop) [3.2.2] Battlefield Intelligence -------------------------------- Square Map with 2 rivers and some ridges to provide protection on some borders. A ridge runing SE to NW divides the area in half with openings at each end. * The Baraka City of Iunet takes the SE corner of the map. Their Northern border is defended by a wall to help protect them against the Black Sun Bandits. * Moyale shares Herakleopolis's NW border and is controlled by the Black Sun Bandits. * The river separates Moyale from the neutral Lybians City of Edfu and is accessible by a bridge WNW of the Moyale city center. * The Black Sun Stronghold and third territory cover the NE area between Khmunu and the Baraka with fortresses to defend both fronts. * Key CPs: #1 Gap in NE Moyale at bottom of slope leading to Khmunu #2 The northern border of the Baraka territory [3.2.3] Course of Actions ------------------------- 1. Reorganize resource gathering efforts. Initially heavy food is not required, but need to gather 4000 before the end of the scenario. Gold is also needed to quickly form the alliance with the Baraka. Garrison both Universities. 2. Scout unclaimed territory South and build city center when possible. Scout East to make contact with Baraka in the SE corner. 3. Send initial military units to defend against the first attacks just East of CP#1. 4. Train a citizen in Khmunu to build defenses and a barracks to defend the Temple of Horus. 5. Train more military units and set rally points in Moyale. Build city center. Some enemy may cross the bridge from Lybia initially but only because they were scouting and are returning back. 6. Build defenses to cover CP#1 and make a good kill zone. Include heavy artillery support for further invasion and take out enemy outpost covering CP. Expect strong counter-attack. 7. Tribute 750 gold to Baraka to form the alliance. Quickly build some outposts behind the walls to protect Iunet and keep the Baraka from being hurt from counter-attacks. If necessary send a small detachment of 10-15 units to assist. 8. Upgrade units and make Kemsa a supreme strategist. 9. Take main army without heavy artillery to slow them down and raid East from CP#1 and swing around mountain and along water to take out the workshop. Return back to Moyale to heal and reinforce. 10. Make sure the 4000 food has been gathered before finishing off the remaining Black Sun military units and production buildings. Empty the universities after winning the crowns to ensure enough food is gathered. 11. Once main army is maximized invade the Black Sun stronghold from either front and destroy everything. Rebuild 1st city center in a more convenient location to heal up the army if necessary before the last push to clean up the remaining defenses and buildings in the 3rd remaining territory. Ah-ket will be center of the Black Sun territories and should be killed during the fighting. Also free enemy reinforcements appear in the center of the eastern map edge in Al Isma'iliyah, even after the military production building are destroyed. [3.3] Smile of the Crocodile ============================ [3.3.1] Objectives ------------------ Primary: Destroy Tasian Cult of Yaguth Recover the Artifacts Stolen from the Pharoah's Tomb Recover the Queen's Sceptre Recover the golden Disk of Ra Recover the Crown of Sobek Recover the Spear of Horus Secondary: Gather 6000 Food Control Al Jizah Territory Build Monuement of Sobek [3.3.2] Battlefield Intelligence -------------------------------- Large but narrow map, mostly flat and open except around Capital of Tmn-Hor and the waterways isolating a few territories onto pennisulas. * Tmn-Hor occupies the SW area, but is surround by 6 unclaimed territories on 3 sides. Al Minufiyah is North of Tmn-Hor on the otherside of the ridge with a barracks and a workshop to protect the warehouse near the only stone available. The road goes by as it heads North to the Pharoah's Tomb. * The Pharoah's Tomb in Al Jizah is only protected by 2 outposts and the terrain is flat and open. * The territories along the road are open and flat between Tmn-Hor and Al Jizah. Some Tasian Cult military production and defenses are scattered. * Black Sun are in the SW corner and walled in at Al Iskandariyah protected by outposts and a fortress inside. * The Tasian Cult Territory, Aswan, adjacent to the Black Sun is not walled in. Trees and a waterway separate the SE corner from the North forcing the enemy to attack heading West towards Tmn-Hor. * The Tasian stronghold in the NW corner has 2 territories, Dumyat and Ad Daqahliyah. Ad Daqahliyah is walled in and there are fortresses and outposts to protect both territories inside and outside the walls. * There is a second Tasian Cult stronghold in Qina on a pennisula SE of Al Jizah with the opening on the North end. The unclaimed territory Shamat Sina' in between Al Jizah and Qina has some military production. * Tasian Cult's 4th city in Al Qahirah is NE of Al Jizah on another pennisula defended by outposts and possibly some naval units. * The Lybians have a settlement in the NW corner, behind the Tasian stronghold, with two entrances with only light defenses. * Key CPs: #1: The North gate entrance of Tmn-Hor #2: The slope entrance on Tmn-Hor's East side and the narrow gap in the trees along the road just NE #3: The gap SE of Tmn-Hor between the ridge and the southern map edge along Suhaj's eastern border [3.3.3] Course of Actions ------------------------- 1. Reorganize resource gathering efforts to balance resources. Large amounts of food, wood and stone will be required to build defenses and complete secondary objectives. Garrison the university, but Epoch 4 is not available. 2. Initial military units should be split into 3 groups. The elephants with their hero should be sent immediately to help defend the Pharoah's Tomb. The remaing infantry needs to be split into 2 groups. One samller group defends CP#1 and the stone gathering area in Al Minufiyah. The 2nd group includes Kemsa and defends CP#2. 3. Claim territories South and SE of Tmn-Hor with city centers. 4. Build more citizens after Pop Cap is increased to increase resource collection. 5. Reinforce infantry groups with light artillery and more infantry. Send a little more infantry to make Kemsa's army at CP#2. Build a 2nd cavalry group to provide quick reaction as needed. Send a few Elephants North to help defend the Pharoah's Tomb as necessary. 6. Build defenses NE of CP#1 to cover the North Wall and the stone gathering. Build city center and fortress in Al Minufiyah. 7. Build walls at CP#2 and CP#3 keep out the enemy cavalry that run all the way through defneses to attack Tmn-Hor's city center. Build a few defenses at CP#2 to cover the road. 8. Make Kemsa a supreme strategist with the military crown. 9. Push Kemsa's army little more East and build city center just East of CP#2 to heal. Increase defenses to cover the CP when the army leaves on invasion. 10. Use 2nd cavalry group to cover defenses North of Tmn-Hor. Then send infantry group with light artillery (approximately 35-40 units) from CP#1 to protect a few citizens en route Al Jizah. Ignore capturing and destroying the enemy building along the way. 10. Build city center and increase defenses at Al Jizah. Attacks are coming from all directions. 11. Upgrade units when possible. 12. Set rally points increase the main army at CP#2 to include heavy artillery support until reaching the max Pop Cap. 13. Continue to increase defenses from CP#1, North of Tmn-Hor and along the road from the stone gathering area towards CP#2 to maintain good defensive coverage as necessary. 14. Send main army East from CP#2 and swing NE to invade and eliminate Tasian City in Aswan from the NW direction without being in range of Black Sun stronghold, recovering The Queen's Scepter. Continue and destroy Black Sun stronghold in Al Iskandariyah, eliminating threat from SE corner. 15. Build the Monument to Sobek in the protected area of Tmn-Hor. 16. Heal and reinforce main army at CP#2, then push north from CP#1 along the western edge of the map. Invade Tasian stronghold at Ad Daqahliyah, breach walls and take out defenses inside and towers and recover the golden Disk of Ra. Rebuild the city center to heal army before taking out buildings outside walls and razing Dumyat enroute Al Jizah. 17. Lybians will turn hostile after retreiving the 2nd artifact, but the main army can easy destroy everything in their territory in the NW corner. 18. The infantry group at Al Jizah can join main army leaving the elephant group to cover the defenses. 19. While waiting for reinforcements, main army can eliminate Tasian Cult buildings along road back to Tmn-Hor and in Shamat Sina' SW of Al Jizah. 20. Invade NE of Al Jizah onto pennisula of Al Qahirah to recover the Spear of Horus. 21. Invade SE of Al Jizah to breach walled defenses on the northen edge of the Qina pennisula and head South to recover the Crown of Sobek. [3.4] Osiris Enraged ==================== [3.4.1] Objectives ------------------ Primary: Destroy Black Sun Base Kill Nemesis, Black Sun leader Destroy the Crocodile (Special seige engine) Demolish hardened fortresses Secondary: Destroy Theban Outpost Capture Oasis at Dumyat [3.4.2] Battlefield Intelligence -------------------------------- Large square map with waterway making a "V" branching off of a sea area in the SE corner. Another sea is along the northern edge of the map. Terrain also split with several cliffs to make CPs. The map from scenario 2 makes up the SW corner. * Unclaimed territories North of the Great Pyramid have a few Baraka buildings. * There is a Lybian settlement in the NW corner area, accessed by bridges off the unclaimed area. * Inside the "V" are the Black Sun territories extending into the NE corner. Not all of the territories are claimed, but still contain some defenses. The NE corner is a walled in stronghold accessible from the West side and the South from the Theban territory. * The Black Sun navy have 2 docks in the unclaimed territory of Al Gharbliyah on the sea in the SE corner and 1 dock in Black Sun settlement in Kafr ash Shaykh on the East branch of the waterway. * The Teban territory of Matruh in on the center eastern edge of the map on a protected mesa accissible from the South near the Black Sun docks * Key CPs: #1: Area just north of the Great Pyramid #2: (Naval) The entrance to the western branch of the waterway #3: Narrow approaches into Al Bahr al Ahmar from East and SE #4: Narrow approach into Kafr ash Shaykh on NE border #5: Slope heading North from Al Gharbliyah's docks #6: Narrow gap leading from Dumyat oasis to Bitlis #7: Gap in trees in Al Jizah that leads North to swing around East towards Bitlis. #8: Slope leading West from Theban fortress [3.4.3] Course of Actions ------------------------- 1. Reorganize resource gathering efforts to balance resources. Will need to gather extra wood and tin compared to fund a navy. Tech Points allowed. 2. Repell initial attacks and send initial military units to defend Great Pyramid. Set rally points to automatically reinforce main army. 3. Explore West branch of waterway and area North of Great Pyramid. 4. Build city center and build defenses with 5-6 citizens around great pyramid. Extend defenses down north side of hill to cover CP#1. Need a few walls also to slow down Black Sun special battering ram. 5. Build more triremes and assmeble navy at CP#2. Maintain a navy of 6-8 to keep naval superiority. Send navy to destroy Black Sun docks in the East branch of the waterway and the sea in the SE corner. Keep navy patroling in the SE corner and coast of Al Gharbliyah. 6. Build some more outposts on coast to protect beach from invasions leave a small cavalry group for quick reactions and keep Black Sun from disrupting resource gathering. Naval blockade at CP#2 alone did not prevent. 7. Destroy the Crocodile as soon as it gets to defenses North of Great Pyramid. It is escorted by a sizeable army. Need to prevent Crocodile from destroying Great Pyramid. Afterward build 2 Crocodiles when able. 8. Heal army and expand NE into Al Fayyum and Al Bahr al Ahmar. Build 2 fortresses to defend CP#3 to East and SE and city centers to boost Pop Cap and heal army at CP#3. 9. Build 2nd small army to fill 3-4 triremes for amphibious invasions, include 1-2 citizens. Capture Black Sun settlement at Kafr ash Shaykh. Navy can help defend CP#4 Theban attacks on land. Build some defenses. 10. Land amphibious army where Black Sun docks were to build city center and defenses to cover CP#5. 11. Send first Crocodile SE from Al Bahr al Amar and sweep along coast to Kafr ash Shaykh destroying all defenses and buildings. A small detachment of infantry and/or cavalry can follow to protect it against enemy units. 12. Send main army East into Al Jizah and Crocodile into Dumyat and capture oasis. 13. Use Kemsa to quickly heal Crocodile. Upgrade units. 14. Main army can defend against counter-attacks at CP#6 and CP#7, build city center in Al Jizah if necessary. 15. Send 1st Crocodile to CP#5 and push North with the amphibious army covering and raise Theban territory. 16. With 2nd Crocodile available attack Black Sun stronghold from Dumyat and Theban territory. Initially ignore Adana and breach the walls into Bitlis. Armies follow behind Crocodiles to protect them. 17. Use Crocodiles to destroy 2 hardened fortresses inside the walls of Bitlis. The raze everything else in both Black Sun territories, with final city center in NE corner on a hill. [3.5] Horus Ascendent ===================== [3.5.1] Objectives ------------------ Primary: Eliminate Theban Ruler Pamiu in Theban Capital Survive the siege of Herakleopolis for 15 minutes Destroy Theban Forts at Al Wadi al Jadid, Akkad, and Jaub Sina Destroy Mercenary Forts Secondary: Establish base in Nubian territory, 3 outposts Build Monument to Osiris [3.5.2] Battlefield Intelligence -------------------------------- Large map with the northern end being most of the territories from the previous scenario. The Nile runs from NW corner, parallel to the western edge of the map. The main land mass is narrowed by the waterways. * A small Theban settlement protected by a fortress in is the NE corner on the flat mesa accessible from the southern end. * The Theban and Zulu have fortresses and military production in the territories in the center of the AOO and all the way South. * The Zulu stronghold is in the SW corner, on the narrow strip of land west of the waterway along the western edge of the map. Some bridges will provide further access across the water. Walled off with palisades and a protected by a fortress and outposts inside. * The Nubians have their city in the SW corner of the main land mass across the water from the Zulu stronghold. It is not walled in but has a fortress and a few outposts. * The Theban stronghold is walled in just East of the Nubians in the center southern edge of the map. Defenses and military production are present in the adjacent territories. Their only dock is on the coast in the SE corner of the map. * Key CPs: #1: The gap on the SE border of Al Qahirah. #2: Eastern slope leading from Al Iskandriyah into Lydia. #3: Western slope leading from Al Iskandriyah into Lydia. #4: The bridge crosses the waterway and the gap on the SW border of Al Iskandriyah. #5: The gap NE of Esna [3.5.3] Course of Actions ------------------------- 1. Organize resource gathering efforts building more citizens. Garrison the univesity and temple. The max Pop Cap is 400 more resources gathering will be required than previous scenarios. 2. Send initial military units south to CP#2 and CP#3. Set rally points to automatically reinforce at that area. Separate the cavalry into a quick reaction group to flank infantry and hit heavy artillery and battering rams. 3. Initial Theban attacks take out forward outposts and then head north with large amounts of battering rams and heavy artillery. Eliminate the eastern group first. Use the cavalry to lure the western group away from CP#4 to be eliminated by the main army at CP#3. 4. Build city centers and defenses in Lydia and just south of CP#4. 5. Split main army in 2 groups eastern army and western army. Eastern army defends CP#1 and CP#2 and the western army covers CP#3 and CP#4. The cavarly group provides assistance wherever needed and quickly take down the heavy artillery and battering rams that attack. 6. Build some spies to provide early warning South of the armies to allow them time to get into position for defense. Extend the defenses South of CP#2 toward East and build city center in Akkad. Eastern army will be able to cover approaches to CPs #1-3. 7. Build small navy, 6-8 triremes to eliminate Theban naval attack off the coast from CP#1. Send survivors South to eliminate the Theban naval threat for the rest of the scenario. 8. Assemble a small detachment to defend Esna at CP#5. 9. Claim the territories around Esna to boost Pop Cap to maximum. 10. Upgrade ground forces only. 11. Make Kemsa supreme strategist when possible. 12. Send heavy artillery support and cavalry to Esna's military group and push through CP#5 around the waterway and raze the Theban settlement in the NE corner. Afterwards send the invasion force to join the main armies. 13. The eastern army can range south and raze Theban defenses and production in Akkad and the Zulu territory South of Lydia. Returning to defensive line to heal and reinforce. 14. The western army can range south and raze the Theban fortress and military production enroute Nubian territory, returning to defensive line to heal and reinforce as necessary. 15. Build monument of Osiris 16. Advance to Epoch 5 and upgrade units again. 17. Western army pushes South to Al Isma'iliyah and raze everything. Cross bridge into Ad Daqahliyah and sweep South to destroy Zulu stronghold, capture last city center to heal army. 18. Western army crosses back East into Nubian territory with heavy artillery in range of fortress. Build the three outposts in range of fortress and city center. Nubians will turn hostile, destroy everything. 19. Eastern army advances to Al Gharbiyah and raze everything, build a new city center in more open location to heal army. 20. Western army heads back NE and captures As Suways. 21. Eastern army attacks SE and razes everything in the SE corner. 22. Send both armies to assualt the Theban stronghold in Shamal Sina' and kill Theban leader to end the scenario and campaign. *********************************************************************** * * * [4.0] RUSSIAN CAMPAIGN * * * *********************************************************************** [4.1] After Austerlitz ====================== [4.1.1] Objectives ------------------ Primary: Bring Alexander to Olmutz Secondary: Reconnaissance, find stable Sabotage French stable [4.1.2] Battlefield Intelligence -------------------------------- Small map with some ridges and tress to channel movement and create CPs. The road starts in SE corner leads to Olmutz. * Some ruined buildings are not to far North with French camp due East and pathe leading West. Just North of the ruins a gap in the trees leads to palisades blocking bridge to Olmutz Hills. * A ridge protects an outpost NE of the ruins that covers the road to Olmutz. A palisade protects another outpost and a heavy artillery unit just SE of the entrance to Olmutz. * The territory in the center western edge of the map has the French stable. A ridge and trees block access to Olmutz. * Key CPs: #1: Road approach just south of the gate to Olmutz #2: Bridge leading to Olmutz Hills [4.1.3] Course of Actions ------------------------- 1. Move along road and take out cavalry. Head NE and take out Infantry camp. 2. Leave citizens just SE of ruins until army enters Olmutz Hills. 3. Head West from ruins until just before the trees. Avoid the outpost NE of the ruins. Kill the French spy. 4. Send spy NW to find stable and then sabotage it. Let army kill retreating cavalry as they run past, but don't follow. 5. Send army NW to take out infantry patrol and stable. 6. Head back to ruins and go around NE side into gap in trees and take out infantry protecting palisades. 7. Breach palisades and send army into Olmutz Hills and onto Olmutz, leaving the spy in the trees North of the ruins to observe the approaches to Olmutz. Send the citizens following the army. 8. Start repairing the outposts. 9. Organize resource gathering efforts and build some more citizens. Use all 6 farms and balance the others lightly. Can only repair buildings, build units, and buy upgrades. Cannot build new defenses or additional production. 10. Upgrade the towers on the Southern wall of Olmutz to cover CP#1. 11. Take out the outpost and units in vicinity of CP#1. 12. Build military units, all types to reach Pop Cap. 13. With early warning the army can position in center of Olmutz and move to intercept the French attacks depending on which CP they head towards. Initial waves head straight through CP#1, but 2 separate waves turn NE and try for CP#2. The static defenses can hold out until the army arrives to eliminate. [4.2] Playing For Time ====================== [4.2.1] Objectives ------------------ Primary: Earn a hero fighting the French Make Pease With Napoleon Secondary: Protect Prussian Refugees Protect Prussian Supply Shipments [4.2.2] Battlefield Intelligence -------------------------------- Medium map with waterways and a mountain to create 2 CPs for the German-French border. * The German and French border has the gap between the mountain and the waterway just NW of Lodz. Saxony and Berlin share a border that the Germans protect with a few outposts. * The French protect Silesia and Saxony with fortresses and outposts just West of the CP with Posen. They have not walled in the border with Berlin. * Key CPs: #1: Gap between mountain and water just NW of Lodz #2: Approach to Berlin from border with Saxony [4.2.3] Course of Actions ------------------------- 1. Reorganize resource gathering efforts to balance resources but do not need many new citizens. Cannot gather Tech Points. Free citizens and resources will be given later for protecting the refugees. 2. Organize military units into cavalry group and main army with heavy artillery support grouped separately. 3. Move units into Posen with army defending East of CP#1 and the cavalry defending from NE to destroy initial attacks. 4. Build defenses in NW Lodz a little further back than the initial outpost and extend into Posen with a fortress and outposts to create a kill zone just East of CP#1 in Posen territory. 5. Build market and maximum number of houses in Warsaw and Lodz. 6. Move army to Berlin to defend refugees enroute Warsaw. 7. Build defenses at CP#2. Build 2nd fortress SE of the market in SW Posen and some walls and roads to channel trade caravans away from the fighting around CP#1. 8. Create 2nd army from newly produced units to cover the defenses at CP#1. 9. After 3 waves of refugees and heavy French invasions the army covering CP#2 can be reduced to cover the defenses in Berlin. 10. The main army covers CP#1 to protect the 4 caravans from Posen to Warsaw. 11. Once the resources, 5000 of each, are gathered to meet the French's requirements you can accept the alliance. You can wait until fighting produces more heroes, but otherwsie there is no advantage to invading and trying to capture Saxony or Silesia. [4.3] The Continental System ============================ [4.3.1] Objectives ------------------ Primary: Conquer Finland Secondary: Win Economic Crown [4.3.2] Battlefield Intelligence -------------------------------- Medium map with a sea occupying the center of the area. Russia and allied France take up the southern edge of the map. * Starting two territories occupy the SE corner. French controlled Prussia shares a narrow broder to the West. Finland has a longer border between Karelen and Russia. * Both Finnish territories are North of Russia. Tavastland has no fixed defenses at the start, but there are 2 docks, 1 on the near side not far NW from the Russian navy's starting position. The 2nd dock is on the far side. * The unclaimed territory, White Sea Coast, North of Karelen has gold and 2 narrow CPs with Sweden. * Sweden's territories are in the NW with a fortress protecting the border with Finland. There are 4 docks and many coastal defenses spaced along the extensive coastline. There is a large starting navy. * Key CPs: #1: Finnish border with Russia #2: Narrow border with Sweden on the North side of Tavastland. #3: Southern gap border of White Seas Coast with Sweden #4: (Naval) Narrow gap between Russian and Finish coastlines off the SW corner of Tavastland [4.3.3] Course of Actions ------------------------- 1. Reorganize resource gathering efforts to balance resources and increase the number of citizens. Garrison the university and temple to gather Tech Points. No gold can be gathered at the beginning, need to send trade units to the French in Prussia. More gold will be awarded from French later. 2. Move initial military units to cover CP#1. Cavalry should be grouped separately and can hunt down the few enemy that run past the army. 3. Use initial navy to take out the closest dock in southern Tavastland. Take out defenses around the Finnish coast and take out the 2nd dock. Heal up ships in dock as necessary but don't build more units initially. 4. Increase army to prepare for invasion. Need to build max houses to boost Pop Cap. 5. Take out Finnish fortress and outposts in Karelen. 6. Upgrade military units when resources are available. 7. Use small navy to patrol Finnish coast and explore the coast of Sweden. 8. Finish razing Karelen and Tavastland and rebuild the city centers in more convenient locations. Wait before completing the 2nd one until ready to go to war with Sweden. 9. At Pop Cap of 250, stop training army units and switch to navy. Build a few more docks in southern Tavastland. 10. Claim White Sea Coast to gain access to gold. 11. Build defenses at CP#2 and CP#3. Northern gap border with Sweden from the White Seas Coast can be walled off. Position army to defend CP#2. Position navy to begin destroying Sweden's navy in pieces. 12. Claim last Finnish territory to start war with Sweden. 13. Use crowns to support navy and defeat Swedish navy quickly. Ravage their coastline and destroy the 4 docks. Once naval superiority is assured, stop building naval units for reinforcements. 14. Invade Sweden from Tavastland. When navy is available support invasion with coastal bombardment along Gallivare. Raze everything in Gallivare. Rebuild city center to heal army and commence building army reinforcements. 15. Push invasion into Sundsvall and claim territory. Sweden will surrender. [4.4] Scorched Earth ==================== [4.4.1] Objectives ------------------ Primary: Bleed the French, cause 500+ casualties Cut the French Supply Lines Secondary: Defend Moscow Earn Flags Cossasks [4.4.2] Battlefield Intelligence -------------------------------- Large wide map with many CPs due to forests, mountains, and bridges over rivers. * Russia owns almost entire map initially, with French owning West Kovno across the river taking up the western edge of the map. * Key CPs; bridges accessing West Kovno. #1 Gap between trees and mountain on the SW border of Poltsk #2 Bridge from Borisov to Mogilev #3 Northern bridge access to West Kovno #4 Southern bridge access to West Kovno * Other CPs: - Road heading West to East just south of Smolensk city center - Bridge from Mogilev to Krasnoi - Gap between mountains NW of Gorki - Gap on road South from Moscow between ridge and trees - Gap between ridge and trees with road heading West from Moscow - Bridge separating West and East Borodino [4.4.3] Course of Actions ------------------------- 1. Reorganize resource gathering efforts to balance resources. Build some more citizens. Fill the two universities. Assign 2 building teams of 6 from the citizens in the West, abandoning the resource gathering efforts near the French. 2. Use the 2 teams to build defenses at CP#1 and CP#2 for initial lines of defense, abandoning East Kovna and Borisov. 1st fortress at CP#1 and 2nd at CP#2. Follow-up with outposts at CP#1 as resources allow. 3. Send initial military units to defend CP#1. A detachment should defend CP#2. Increase army and set rally points to CP#1 to support main army. 4. Close off CP#2 with palisades. Partially block CP#1 with Palisades and block gaps in trees West and NW of Polotsk to prevent flanking. Leave road open to create a kill zone. Can enclose some space from East Kovna to build outposts and a fortress just across the border NW of CP#1. After initial push by French they consolidate and build up in their new territories. Some quick raiding can lure smaller amounts of units into the kill zone. Maximize defenses at CP#1. 5. Use cavalry group to chase down French that make it through the kill zone in the early stages. 6. Before reaching the Pop Cap build 6 spies to sabotage the French command tent in West Kovna before many outposts can be built. 7. Win the crowns and then empty universities to fill the resource gathering shortfalls. 8. Upgrade units when resources allow. 9. To gain flags keep counter-attacking the french with the appropriate units to allow continued training when Pop Cap is reached. Conscripts will continue to arrive so they can be sacrificed as well. 10. When winter hits begin counter invasion to reclaim East Kovna and Borisov. 11. Invade East Kovna from North end and swinging South along river. Block off bridges with defenses. Raze city center and rebuild it in a more convenient location heal main army when covering CP#3. 12. Continue South in to Borisov as well and rebuild city center near border with East Kovna allowing healing of the army when covering CP#4. 13. Build defenses to cover CP#3 and CP#4 if still waiting to obtain flags. 14. Invade across southern bridge to take out defenses to clear way for spies to sabotage command tent if not completed yet. 15. Continue invasion across both bridges with 2 pronged assault, splitting army into two groups. [4.5] Liberation ================ [4.5.1] Objectives ------------------ Primary: Capture Paris Defeat Napoleon Secondary: Liberate Prussians Liberate Austrians [4.5.2] Battlefield Intelligence -------------------------------- Large wide map with 3 North to South waterways, trees, and mountains to make narrow CPs advancing East to West. All resources available in Warsaw. * West Prussia and Silesia are protected on the West side by the waterway initially as no bridges exist. * Bohemia and Moravia are protected by a CP heading North into Saxony between the waterway and the mountains with a French fortress NW initially providing defense. Bohemia also has open border with Italy to the West. Moravia and Austria have a fairly open border but are blocked into the SE corner. * Saxony has two approaches into Brandenburg to the North and both territories are protected by the 2nd waterway to the West. There is a narrow CP to the SW into Tyrol. Brandenburg also separates the water along the North edge of the map. * Tyrol has a fortress to protect the CP with Saxony. Has narrow CPs North inot Schleswig and South to Italy. Fairly open borber with Lorraine. * Lorraine has fairly open border with Schleswig, and 3rd waterway to the West. There are narrow CPs to Paris in SW and Italy in the SE. * Paris is walled with towers and 2 sets of walls. It also has many outposts and two fortresses. Amsterdam covers the North borber outside the wall. * Key CPs: #1: Gap between mountain and waterway in SE Saxony on border with Bohemia and Moravia. #2: Western border of Bohemia with Italy #3: Gap in SW Saxony to Tyrol #4: Gaps in mountains leading from Tyrol into Lorraine #5: Gap leading South from Tyrol into Italy #6: SW corner of Lorraine leading to Paris [4.5.3] Course of Actions ------------------------- 1. Resource gathering is balanced, but light. University already garrisoned. 2. Split initial military into 2 groups to invade immediately. Small army of 25-30 with light artillery support invades West Prussia. Larger army with heavy artillery support invades Silesia. 3. Capture Silesia. Raze West Prussia, sending heavy artillery to assist during capturing of Silesia's city center. 4. Upgrade military units. 5. Build houses in Silesia and new city center in West Prussia to claim. Put outposts along waterway to discourage bridge building to flank CP#1. 6. Build temple near Warsaw's university and garrison. Build more citizens as soon as Pop Cap is increased. 7. After capture of Silesia and razing of West Prussia, combine armies and invade into NW Moravia and push to cover CP into Saxony, eliminate fortress and capture Bohemia. 8. Build fortress in NW Moravia to cover CP#1. Build fortresses in Bohemia, one to cover CP#1 and 2nd to eastern approach to CP#2. Increases defenses to cover both areas. France will counter-attack through Italy and may try to build bridges into Silesia or West Prussia to by-pass CP#1. 9. Tribute West Prussia to Frederick after claiming Bohemia. 10. Maximize army, setting rally points to cover defenses at CP#1. Build more barrracks to speed along reinforcements. 11. Invade down to Austria. Raze Moravia and capture Austria. Tributing Austria to Francis II will create an Alliance. No need to rebuild Moravia's City Center this will keep the fortress and barracks built under Russian control. 12. Push for Imperial Crown first to gain the Imperial leader to speed Tech Point gathering in Warsaw. Then push for Military Crown to make Alexander a supreme strategist. 13. Use small army detachment to cover defenses at CP#2. 14. Invade into Saxony with main army. Raze city center and push invasion into Brandenburg and capture. Rebuild city center and tribute both to Frederick and create 2nd alliance. Build some defenses at CP#3. 15. Advance to Epoch 10 and upgrade cavalry and heavy artillery. Shift citizens from iron to oil in Warsaw. 16. Build medics to help heal army during invasions. 17. Invade into Tyrol and capture, tributing to Austria. Build some defenses to cover CP#4 and CP#5 against counter-attacks. 18. Sweep into Lorraine and raze. Rebuild city center to cover army as it defends CP#6 and then build defenses. Tribute Bohemia to Austria. 19. Between French counter-attacks invade North and raze Schleswig, leave allies to claim. 20. Let Prussia and Austria attack Paris through CP#6 and follow in to assist, but preserve army and take care of Alexander. 21. May be easier to build bridge from NW corner of Schleswig to Amsterdam and raze it. Army can spread out more and knock down Paris defenses without getting chewed up. 22. Once fortresses are destroyed, Paris can be finished off. Napoleon will likely get killed long before invasion is complete. *********************************************************************** * * * [5.0] MAASAI CAMPAIGN * * * *********************************************************************** [5.1] Rite of Passage ===================== [5.1.1] Objectives ------------------ Primary: Investigate the Lions Defend Magadi Figure out why Burkeneji are attacking Eliminate Globo Corp's security forces [5.1.2] Battlefield Intelligence -------------------------------- Small square map with mountains and water to section it off into quadrants. The waterways split the map in half with a narrow gap CP to access from West to East. * Magadi is the center of the West edge of the map with open borders. * SW corner has two unclaimed territories blocked in by the mountain. * The Burkeneji have 4 territories taking up the NE half of the map, but the one North of Magadi is separated from the others by terrain. * The Globo Corp compound is in the SE corner of the map, accessed by a bridge. * Key CP: #1: Narrow gap in trees NE from Kwafi. [5.1.3] Course of Actions ------------------------- 1. Group initial units into small army and move West to cattle and begin taking out the lions attacking from the South. 2. Slowly move army South taking out lions as the come in range, there are about 8-10 total that stream along the tree line along the West edge of the map. 3. Swing SE and discover the Burkeneji and take them out. 4. Take control of Magadi and organize resource gathering. No Tech Points can be gathered. 5. Set rally points to NE corner of Magadi and begin building infantry to reinforce army. Bring army North to assist in defense. 6. Max out army to initial Pop Cap and upgrade. 7. Claim the two territories South of Magadi to boost Pop Cap to max at 133. 8. Invade NW from Magadi into Eshowe's territory and discover Globo Corp units. Then swing East and take out outposts and barracks, sending reinforcements to join army when available. 9. Begin razing remaining building until Burkeneji attack Kwafi, then move to assist defense within range of the outposts. 10. Go back and finish off Eshowe and build a few outposts to defend CP#1. 11. Send army through CP#1 and head NE to destroy all the buildings. 12. Swing back South and finish off Burkeneji down to the SE corner. 13. Cross the bridge and take out buildings and the outpost. Make some holes in the palisades to allow army to move quickly through the compound when the Globo Corp army to the West counter-attacks. [5.2] A New Home ================ [5.2.1] Objectives ------------------ Primary: Escort herd to Eldoret Destroy all Burkeneji city centers Keep last of Kwafi citizens from starving Secondary: Protect the entire herd, no cattle killed Destroy the Eco-pirates Protect Kwafi city, no buildings destroyed [5.2.2] Battlefield Intelligence -------------------------------- Medium square map with 30% sea taking up West edge of the map. A large mountain makes some wide CPs with the trees and ridges. * Start in Magadi in SE corner with opening to NW to unclaimed Namanga which is clear. * The other unclaimed territories in the NE half of the map contain small staionary pockets of Burkeneji infantry. * In the center of the area is a large mountain and the territory on the east side, Nakuru contains some outpost protecting a small Burkeneji settlement. * The Burkeneji have a stronghold with Globo Corp security forces walled in the NE corner with a few outposts on the outside to provide early warning and spy detection. * The Eco-pirates are in a small strip of land in the SW corner across the sea with 2 docks and a small starting navy. * Eldoret and Kisumu are on the coast, NE of Magadi with all resources available except food. Fish is available, but the Eco-pirates tend to destroy unprotected fishing boats. * Key CPs: #1: Eastern border of Londiam, NW of the mountain #2: Eastern border of Kericho, south of large mountain [5.2.3] Course of Actions ------------------------- 1. Push scouts and spies to spread out NW. Follow with army and secure Namanga. 2. Move herd to West side of Namanga, push spies North to scout out Burkeneji infantry. 3. Take out enemy infantry groups on border, looking for Globo Corp patrol as well. Let scouts cover SE flank to catch any straggling infantry trying to shoot at the herd. 4. Push spies NW and NE. Send army to take out outpost and barracks NE of Elephant herd in Nakuru. 5. Keep army reutning close to herd to take out the straggler infantry that try and get the herd. 6. Push army through CP#2 into Kericho and take out infantry to clear way for herd to enter Kisumu. Keep army near herd until it is safe in Kisumu. Leave one spy near elephants East of CP#2 to provide early warning. 7. Move herd North inside Kisumu's borders and use army to clear area between Kisumu and the Mountain. Use scouts to screen stragglers from CP#2. 8. Push army to clear area East of Eldoret and move herd around the coast into Eldoret, covered by the army against straggler infantry. 9. 2nd spy can move to trees near CP#1 to provide early warning. 10. Gain control of Eldoret and balance resources, build more citizens. No Tech Points are allowed. Need to fill oil derrick to fund navy. Use 5 original shepards as building team. 11. Immediately simultaneously build a fortress(2 citizens) to protect Eldoret and an outpost(3 citizens) on NE border of Kisumu near the Kwafi one. 12. Send new military units from Eldoret to join army and move it South to the border of Kisumu East of the city center. A big enemy push will come shortly through CP#2. 13. The fortress in Eldoret will handle the Burkeneji group that attacks through CP#1. 14. The big push is 3-4 groups that includes significant artillery support that head to Kisumu from CP#2. The remaining scouts can lure the initial Burkeneji group towards the new outpost built. Use army to hit the Globo Corp artillery groups that follow while in range of the fortress and outposts on the southern end of the border. The two outposts and the Kwafi army will take out the first Burkeneji groups lured to the north. 15. Wait on building infantry and spending food, to keep tributing food to the Kwafi. Build some artillery infantry reinforcements when resources allow. 16. Build 1-2 docks and begin building a navy, need at least 12 units. That should protect some fishing boats in the North end of the sea. 17. Claim Londiam with city center and fortress on border, at CP#1. Harvest the animals nearby. 18. Push army through CP#2 to East side of mountain and finish off the small Burkeneji settlement and outposts within range. Build a city center next to the farms and harvest. Build 2 fortresses to the East and establish a defensive line with outposts. 19. Harvest the elephants. 20. Send navy South, and try to take out Eco-pirates in pieces. Reinforce if necessary and take out the 2 docks. Once docks are being damaged, stop building navy. Completely raze Eco-pirates coastline. 21. Send Navy to sweep sea for any straggling Eco-pirates then scuttle the ships to gain back the population costs. Build a few naval transports to transport a small army to finish off the Eco-pirates buildings. 22. Return army to Nakuru and scuttle naval transports to max out army. 23. Invade NE and slowing take down defenses on perimeter of stronghold, then finish them off. [5.3] More Valuable Than gold ============================= [5.3.1] Objectives ------------------ Primary: Build Behrinium Extractor Control 6 Behrinium Deposits Trade with Lasitech Secondary: Ally with Kalenjin Stop the Airstrikes [5.3.2] Battlefield Intelligence -------------------------------- Map is similiar to previous scenario, but extends further North and East, cutting off the southern territories. Key territories are Kericho and Nakuru, South and East from Eldoret. The lake covering the West edge of the area is not significant. * Kalenjin territory is in the center of the northern edge of the area. * Behrinium deposits are scattered in almost all the unclaimed territories. * Globo Corp and the Burkeneji are fortfied in the SE area. Globo Corp is protected with an electrified fence in the middle of the southern edge and the Burkeneji are behind plasma walls with towers in the SE corner. * Key CPs: #1: Eastern border of Londiam, NW of the mountain #2: Eastern border of Kericho, south of large mountain [5.3.3] Course of Actions ------------------------- 1. Reorganize resource gathering efforts to balance resources. Build Behrinium extractor. Cannot gather Tech Points. Need heavier emphasis on wood and stone for alliance and defenses. 2. Send scout to meet the Kalenjin and explore and discover the location of the Behrinium deposits in NW and NE Corners and through the center of the area, avoiding the SE. 3. Push army SE to CP#2, follow with road and build city center and defenses, set rally points to reinforce. Need max SAMs in line from Kisumu's SE corner heading NNE towards the mountain. 4. Push army into Nakuru immediately after Burkeneji claim to raze their buildings, then retreat back to CP#2. 5. Claim Londiam and build road to connect to Maralai and Lasitech Market. Build a Behrinium extractor. 6. Claim Kitale and build Behrinium extractor. 7. After a shipments to Lasitech, receive ability to build factories. Build a few mobile SAM units to protect army and Kisumu. 8. No need to build more than an initial few artillery, steady shipments of Behrinium will result in free artillery reinforcements. 9. Defend and maximize defenses at CP#2 and build fortress when able. 10. Upgrade units when possible. 11. With Tech Points from Lasitech, gain military crown to make supreme strategist. 12. Build 2nd army to push invasion East from CP#1. 13. Build Behrinium extractor in Nanyuki. 14. Build manufacturing plant when available to train armor units. 15. Raze Burkeneji expansion in NE. 16. Extend defenses from CP#2 into Nakuru and claim. Build 5th Behrinium extractor. 17. Max out army and invade Globo Corp and push south to raze the airports. Need SAM support to take out Globo Corp air force and helicopters. 18. No need to invade Burkeneji stronghold, just defend and earn all available heroes, including armor and helicopter. Build 6th Behrinium extractor when ready. [5.4] Invasion ============== [5.4.1] Objectives ------------------ Primary: Claim a Territory Destroy or Capture All Behrinium Extractor Kill Kesho Mwizi Secondary: Capture 4 Behrinium Extractors Disrupt Behrinium Trade Routes [5.4.2] Battlefield Intelligence -------------------------------- Small map in a clock-wise spiral with the river and mountains blocking land access to center without going around. Burkeneji control everything initially. * Resistance in Bokhol Plain and Moyale is not very heavy, but increase farther along the spiral. * Burkeneji have stronghold in center of area. * Globo Corp have military production in the SE area. * Key CPs: #1: Moyale-Mande border #2: Mande-Lanu border [5.4.3] Course of Actions ------------------------- 1. Organize initial military units and form armies with heroes, and start some unit upgrades. 2. Push North and raze buildings in Bokhol Plain, keep helicopter hero back to prevent loss from SAMs. 3. Build new city center, then resource gathering buildings, 6 houses and then SAM defenses on SE side. 4. Keep army pushing North slowly into Moyale to take out fortress and city center. 5. Being careful not to destroy them in the fighting, capture the 2 Behrinium extractors. 6. Build city center in Moyale and military production buildings. 7. Build more citizens and gear up resource gathering, no Tech Points allowed. 8. Move army East to defend near CP#1, careful not to destroy the Behrinium extractor. 9. Reinforce the army and upgrade units. 10. Push army into Mande and capture the Behrinium extractor. A spy to sabotage the fortress migh help eliminate heavy losses letting heavy artillery concentrate on the military production buildings instead. 11. Keep reinforcements and rally points heading to the front to provide fresh troops as fast as possible. Only need 4 mobile SAMs to protect the army from initial air attacks. Build helo group to replace armor for quick reaction to cover tactical withdrawls and destroy enemy counter-attacks. Armor gets bogged down in the close quarters. 12. Build a few SAMs to protect Moyale from air attacks. 13. Continue upgrading units. 14. Continue taking down buildings in Mande and pushing SE. Take out 2nd fortress and capture 4th Behrinium extractor. 15. Build city center in NE Mande to hit Pop Cap max and heal army if necessary. 16. Use army to defend CP#2 while reinforcing. 17. Once army hits Pop Cap, slowly push into Lanu and destroy everything in SE corner. 18. Reinforce before pushing West to Globo Corp market, careful of HERCs. 19. Push West and take out fortress and outpost in SE Wajir with heavy artillery from long range. 20. Leave the army on the hill overlooking western Lanu. Burkeneji reinforcements will appear in the gap between the trees in the SW corner of Lanu. Eventually the Burkeneji counter-attacks will include Kesho Mwizi and he will get himself killed in the fighting. [5.5] African Freedom ===================== [5.5.1] Objectives ------------------ Primary: Claim Nairobi Remove Globo Corp's Influence in Kenya Secondary: Free the Sanbura Protect the Kwafi Protect the Kalenjin [5.5.2] Battlefield Intelligence -------------------------------- Large map combining the previous 2 scenarios. Road already connects the NE corner area to allied territories in the West. * Nairobi is enclosed with plasma walls and many towers providing heavy defense, many outposts and SAM defenses are just inside the gates as well. Globo Corp has an inner compound with 2 fortresses in the central southern area. To the East, Embu is initially Burkeneji controlled but without buildings. * Globo Corp is also in the SE corner and they have an electric fence to protect Malindi. * Namanga is walled in with an electric fence and a gate to allow Burkeneji to enter from the eastern side. It is protected with some defenses and military production. It is also under protection of the towers along Nairobi's western wall. * Key CPs: #1: Wajir gap on border with Garsen #2: Gap in West Kitui and East of brdige to Garsen #3: Gap between trees and ridge in Meru with uranium deposit #4: Area North of gate in NE Namanga [5.5.3] Course of Actions ------------------------- 1. Reorganize resource gathering efforts and build more citizens to balance resources. No Tech Points can be gathered, but are awarded from Lasitech and Epoch 15 can be reached. 2. Organize initial military units and set rally points and start training reinforcements. Londiam's military units defend CP#4. Initially armor units defend CP#3 and new helo quick reaction force assembles there as well. Small infantry army with SAM support pushes to CP#2 to cover and defend. Main army with the heavy artillery assmeble at CP#1. Can build a 4th small army to defend CP#3 once armor is destroyed. 3. Initial military operations are a small Burkeneji force goes into CP#3 and the Kwafi army attacks the NE gate of Namanga. 4. Use 2-3 build teams to claim territories and build defenses at CPs#2-4. 5. Use air force in the East. Tactical bombers can prevent enemy build up in Embu and use of the resources. The strategic bombers can make surgical strikes on defenses. A few more planes are need to replace losses and make the strikes more effective. 6. Send a citizen to build an oil derrick in NE Isiolo and the garrison to increase oil gathering. 7. Build city center just NW of gold in Kitui and set a few more citizen to increase gold collection. Follow up with a few SAMs and defenses out of range of Nairobi towers. 8. Build city center near Behrinium deposit in Nakuru and defenses North of Namanga and along Kericho border. 9. Claim Meru with a city center NE of CP#3, but close as possible to help heal defensive force. Follow up with defenses. 10. Strategic bombers carefully take down SAM defense in Garsen, healing the bombers after each run. Follow up destruction of fortress and outposts as well. Once nuclear bombers are available replace bomber losses with them instead, only 3 will be needed to successfully continue surgical strikes. 11. Build extractors on Behrinium deposits in Nakuru, Meru, and Kitui. 12. Move main army across border to help cover again Globo Corp counter-attack across bridge into Kitui. 13. Upgrade units when possible. 14. Gain supreme strategist and make it the new Military Leader and attach to main army. 15. Once defenses are reduced in Garsen, follow with main army to destroy buildings. 16. Heal up and reinforce, positioning main army North of gate to Malindi, but just out of range. Rebuild the city center in the vicinity to heal. 17. Send Military leader and 30-40% of main army to join with the defensive force at CP#4 to create the western army with heavy artillery support to invade Namaga. Free Sanbura and pull back to CP#4. 18. Heavy artillery can take out ground defenses of Malindi from outside, while eastern army destroys any counter-attacks that come out of the gate. Take out the gate and destroy all the Globo Corp buildings when ready. 19. Use nuclear bombers to slowly take out SAM defenses in Nairobi, using approach and exit routes to ensure bombers survive to heal at the airport. 20. Continue expanding defenses at CP#3 and CP#4 and extend defenses towards each other and include some SAM sites. 21. Push eastern army into Embu and build city center. A few other defenses out of range of the towers in Nairobi can assist against counter-attacks. 22. Once HERCs are avaiable build some production buildings to build them to replace infantry losses. 23. Advance to Epoch 15 and then upgrade units again. 24. If fighters are a problem for nuclear bombers, take out the airports in SE Nairobi. 25. Once SAMs are destroyed the helo group can assist by hitting the towers on the perimeter and retreating when Burkeneji try to counter-attack. 26. Once ICBMs are available nuclear strikes can take down remaining defenses to allow simultaneous invasion of Nairobi from both sides without much resistance. *********************************************************************** * * * [6.0] FINAL THOUGHTS * * * *********************************************************************** I personally enjoy playing the campaigns in games like EE2 more than the skirmishes or multi-player. I made this guide and walk-through while completing my first and only run through on moderate difficulty. I did however restart most scenarios after a trial start to get feel for the courses of action I wanted to take from the beginning and eliminate the wasted actions I made. I tried the turning point scenarios and was able to win the first one, Rorke's Drift form the British side. But I had no chance in winning from the Zulu side. I tried three times without coming close and decided the effort to figure out a creative method was not worth my time. After that I did not even bother with The Battle of Kursk. If anyone actually uses this guide and has some updated ideas or constructive improvements I don't mind if you email them to my address at the top of the guide. Please include EE2 in the subject line. *********************************************************************** * * * [7.0] VERSION HISTORY * * * *********************************************************************** Version 1.0 - Initial Version *********************************************************************** * * * [7.0] CREDITS * * * *********************************************************************** Sierra and Mad Doc Software for the Game itself. GameFaqs for providing a wealth of information for the gaming community. Written and (c)2007 by Perrin Miller