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Bonus turn

to get two turns at once do the following:
1.poison an enemy pig
2.get his health at maximum 10
3.then when this pig's turn he'll just die and your turn again

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Added 4 Oct 2010, ID #15807, by Unit 88
 
 

Island Hopping

In one level of the second island, you start out on an island that is too far away from any other land areas to swim. You will die if you try to swim off the island, so don't even try it. However, there are miniscule land bits in between the island and the two mainland areas. Jump on these to save your health and get a closer shot at the enemy. Try your hardest to get your pigs seperate early, because the scouts have gas grenades that will usually make two or three of your pigs sick.

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Added 4 Feb 2007, ID #14275, by CaoRen
 

Healthy Pigs

On one of the levels of the second island, there is a battle where two snipers will fall onto specific spaces in a few turns. There is also a health house located on the far side of the main island. You must destroy this, but wait until someone is in it. When someone is in it, use a mortar to destroy it. The enemy will take massive damage, and it will not get any health.

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Added 4 Feb 2007, ID #14274, by CaoRen
 

Taking out the Snipers

In one of the levels of the second island, you will face a couple scouts and an orderly. However, there are two signs on the ground. One of these signs is on the island you start out on. Place a mine there. The other is to the left, on the larger land area. Place another mine there. When the snipers fall there in a couple turns, the mines will do large amounts of damage and send them flying.

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Added 4 Feb 2007, ID #14273, by CaoRen
 

Getting the Upper Hand

When you start the first battle of the second island, you will be surrounded by a ring of mines and have two pyrotechnics and two snipers firing at you. The first turn that you are a sabatuer, head straight for the box located in that ring of mines. Pick it up, and it will be an airburst. Instead of turning back towards the rest of your team, lose your turn by walking into the mines. Head towards the outer ring when you do this, so that you will be blasted out of the mines. The next turn you have him, treck up to the pyrotechnics. Place a mine behind the first pyrotechnic and then take the airburst and fire it behind the other pyrotechnic. The explosion will send him flying into the mines down below, which will either take him out immediately, or be blown towards the rest of your team. The mine will blow the first pyrotechnic off into the mines, will he will either be immediately die or be blown towards the rest of your team. He won't use his mortars then. They will ususally use the bazookas or pistols.

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Added 4 Feb 2007, ID #14272, by CaoRen
 

Sabatuer

When you are a sabatuer, you have to focus on close range weaponry. This includes mines, dynamite, and shotguns. There are a few ways to combine these weapons to deal great damage.

The first way to use these is hurting multiple enemies in the same turn. If two enemies are close together, you can place a mine next to one, walk over to the other one, and place another mine next to him. This is a great idea if you are only on the first level of sabatuer. When you are on a higher level, you can harm two different enemies with higher and lower HP levels. Place a mine next to the pig with lower HP, and then place dynamite next to the pig with the higher HP. Run away from the dynamite and hear both of the pigs take damage.

The second way is major damage to one pig. If you are a level two sabatuer, you will have a shotgun, dynamite, and mines. The shotgun does thirty damage and mines do twenty damage if they are perfect hits, and the dynamite does fifty. The first way to deal massive damage with these is to place a mine in front of a pig and then walk behind them. Get far enough away so the blast doesn't hurt you, but close enough to use the shotgun. Fire the shotgun at him. He will scoot up closer to the mine, which will then go off. That is fifty damage with one use, but you didn't have to waste dynamite. This can also be done three times, so the dynamite can be saved. If you get this perfectly, you can deal seventy damage in one turn. Place a mine slightly far away from the front of a pig, and then place dynamite as close to the pig as you can, without putting it directly under the pig, on the opposite side. After the five second fuse, the pig will be blasted into the air. It will land quite close to the mine. If the mine doesn't go off, chances are the pig will walk onto the mine next turn and lose the turn.

The last way to affect the team is through mines alone. You can place two mines per turn, so you can easily make a team skip their turn and imediately give you another chance to strike. To do this, place a mine between the enemy and the closest ally pig. This can be who you currently are, or another team member, depending on how close you are. If you stay close. Put it in between where you plan to end up and where the enemy pig is. When that pig takes his turn, he will, if he isn't too damaged, come after you. He will hit the mine and his turn will end. This is great when you just want to make sure the enemy can't attack.

I hope this has helped you.

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Added 4 Feb 2007, ID #14271, by CaoRen
 

Easy last level completion

On the last level line your pigs up so that if you have a Hero, he goes second. On the first pig's go, jetpack onto the pillar box. If you got him in the right place, when Izzy {the gunner} jumps out he will bounce off your head and just miss the water. Then, airstrike him. The Legends come on your third/fourth turn, but you killed Izzy in two turns so they do not come.

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Added 28 Oct 2006, ID #14007, by conn067
 

Essential Info

Assuming you're playing for the maximum number of top brass (i.e. 5 heroes), then in your initial team you will need a pig that can detect mines by 'The Village People' at latest - so you can find a safe route that doesn't lose you a pig or three and get the special medals in minefields.
So promote 1 of your pigs through the Engineer career, or get a commando by then (creating a VERY unbalanced squad). Also, you must ignore the 3 spare pigs if you are to achieve having 5 heroes (Therefore, your main squad cannot change throughout the game).
Finally, you will also need all 24 survival bonuses and every special bonus in the game (excluding the dodgy one on Geneva Convention).

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Added 1 Jun 2006, ID #13733, by scruffy
 

WARNING OVER ENDING

Most readers of this should know by now that the legitimate way to get the purple team (the ones who own 'Isle of Swill') is to finish the game. However, as a 'health warning' for those who haven't found out firsthand, you then need to recapture the islands from your previous team - for example, if you chose 'Tommy's Trotters' and captured every piece of the map, then this go-round EVERY piece of map will be owned by Tommy's Trotters. The warning is that every enemy pig will be promoted 1 rank (grunts promoted to gunners, in case you're wondering). And pretty much every shot will be a dead hit - i.e. Every enemy bazooka shot on you inflicts 40 damage, every mortar shot lands spot-on etc. And you start off with grunts again. So, you are going to need one hell of a strategy to do very well AT ALL. It's up to you what that strategy is, naturally ; I have just given you the information to prepare for it.

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Added 28 May 2006, ID #13723, by scruffy
 


LAST GAME 25 ISLE OF SWILL
<BR>

<BR>
WIN WITH 3 GO'S
<BR>

<BR>
1 QUICKLY GET THE HEART BOX BY THE NEAREST RIG, ROCKET ON TO THE TURRET MAKE SURE YOUR DEAD CENTRE, THEN ARIEL BOMB OR CLUSTER BOMB NEAREST RIG. ENEMY WILL POP OUT OF TURRET LAND ON YOUR HEAD SLIP OFF INTO TOXIC WATER.
<BR>

<BR>
YOUR GO AGAIN, IF YOU HAVE NOT GOT AN ARIEL BOMB RUN QUICKLY TO THE ENEMY BY TOXIC POND THEN DYNAMITE HIM FURTHER INTO THE POND. YOU HAVE WON !!!!
<BR>

<BR>
LET ME KNOW ! sd.woodruff@btinternet.com


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The last level is quite challenging, so you might want to try this:
<BR>
<BR>
Poison all of the opposition then hide for rest of your turns. There health will go down 15 each turn.
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