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Challenge Run Walkthrough

by MJEmirzian

Valkyria Chronicles Challenge Run Playthrough
Revision 8 - 7/25/2013
Contact - [email protected]

This is a challenge run with several conditions such as taking no damage, no
leveling or upgrades, and killing most/all enemies on the map. I haven't played
VC since I finished my guide in 2009, so pretty much the entire game is new to
me again.

I'm mostly doing this run to prove a point and meet the conditions, not to make
an immaculate playthrough with unimprovable strats. I'm aware that some strats
could be more efficient or reliable, although it's often a balance between the
two.

There isn't a lot of depth to this run due to the many restrictions. Not taking
any damage heavily limits what options you have available. It's often a balance
between CP usage and reliability.

I'm finishing this run to close out this generation of home consoles (PS3, 360,
Wii). VC is a unique game that we probably won't see again with such a large
scope and budget, so I'm giving it it's due.

I also give free flying lessons to any ignorant elitists who are "sure they can
fly" before I could have possibly completed this run.

Playthrough videos:
http://www.youtube.com/playlist?list=PL4C5E8738747EB7D2

This guide:
http://www.gamefaqs.com/ps3/942165-valkyria-chronicles/faqs/67070




Run conditions:

1. Version 1.20 New Game or New Game-like conditions.
2. No orders.
3. No class leveling or R&D research.
4. No damage taken, excepting unavoidable damage.
5. All kills, excepting some story/plot targets.
6. Low turn counts.
7. Reliable strats, or as reliable as possible while meeting low turn count
conditions. No RNG reload spam for procs like Invincible, Hard Worker, etc.
8. Skirmishes and reports are played as soon as they're unlocked with
appropriate weapons, recruits, potentials, etc. No skirmish grinding.
9. No DLC weapons like the Ruhm. Ace and Royal weapons obtained during the
story are allowed. No multiple ace weapons.
10. Almost all strats formulated by myself, not by watching other's vids or
walkthroughs.

I might use ex-hard DLC weapons on the ex-hard maps if they feel necessary to
meet the other conditions. Will see when I get there. Specifically, I may need
to use the AT sniper rifle to deal with the elevated tanks on Upper Fouzen
Ex-Hard.




Revision History:
4/28 - Guide started
5/15 - V1 up to Skirmish 7
5/21 - V2 up to Skirmish 8
5/27 - V3 up to Chapter 18a
5/30 - V4 Chapter 18b complete, replayed Ch 1-4
6/3 - V5, replayed up to Ch 10b
6/7 - V6, Chapters 1-7, 11, 13, and 14 have all been replayed and re-recorded
and uploaded to replace the old videos.
7/7 - V7, Took about a month break, came back to finish the hard skirmishes.
Finished up to skirmish 8 hard.
7/27 - V8, finished skirmish 9 hard. Next update will have ex-hard maps. Also
playing other games as well, so my VC playtime has slowed significantly.


Stuff I would still like to do:

1. Replay Ch 17 using strats from Skirmish 9 normal. Should save me some CP for
turn 4.
2. Replay Ch 18a, make some CP improvements, use Rosie better, etc.
3. Replay Ch 18b, can get my shock much closer to Maximillian. Like basically
right in his face if the smoke cloud is positioned right on turn 2.
4. Finish normal skirmish 7, 8, and 9 (have strats but have not actually played
through them all the way)
5. Ex-Hard skirmishes.
6. Both Edy DLCs
7. Selvaria DLC
8. Possibly replay other story missions.


Table of Contents:

1a. Combat and General Advice

1b. Playthrough Results

2. Main Game Walkthrough

[B01] Chapter 1 "In Defense of Bruhl"
[B02] Chapter 2 "Escape from Bruhl"
[B04] Chapter 3 "Vasel Urban Warfare"
[B05] Chapter 4 "Operation Cloudburst"
[B07] Chapter 5 "The Kloden Wildwood"
[B08] Chapter 6 "A Desert Encounter"
[B10] Chapter 7 "The Battle at Barious"
[B11] Chapter 8a "The Woodland Snare, Escape from Forest Snare"
[B12] Chapter 8b "The Woodland Snare, Reunion in the Forest"
[B14] Chapter 9 "A Midsummer Incident"
[B15] Chapter 10a "Liberation of Fouzen, Infiltration of Fouzen"
[B16] Chapter 10b "Liberation of Fouzen, Liberation of Fouzen"
[B18] Chapter 11 "The Marberry Shore"
[B19] Chapter 12 "The Fight for Bruhl"
[B21] Chapter 13 "The Clash at Naggiar"
[B22] Chapter 14 "Loss Within Victory"
[B24] Chapter 15a "Citadel Ghirlandaio, Fight for Ghirlandaio"
[B25] Chapter 15b "Citadel Ghirlandaio, Selvaria's Last Stand"
[B26] Chapter 16 "The Maiden's Shield"
[B28] Chapter 17 "The Bridge to Hope"
[B29] Chapter 18a "Shadow of the Valkyrur, Marmota's End"
[B30] Chapter 18b "Shadow of the Valkyrur, Final Showdown"

[B03] Skirmish 1 "Outskirts of Bruhl" Normal
[B06] Skirmish 2 "Vasel Riverside" Normal
[B09] Skirmish 3 "Kloden Wildwood" Normal
[B13] Skirmish 4 "Barious Desert" Normal
[B17] Skirmish 5 "Upper Fouzen" Normal
[B20] Skirmish 6 "Marberry Shore" Normal
[B23] Skirmish 7 "Windmill Plaza" Normal
[B27] Skirmish 8 "Naggiar Plain" Normal
[B31] Skirmish 9 "East Bank of Vasel" Normal

[A01] Report 1 "Largo's Passion"
[A02] Report 2 "Signs of Awakening"
[A03] Report 3 "What Lies Beyond Hate"
[A04] Report 4 "War Without Weapons"
[A05] Report 5 "Flower of the Battlefield"

3. Skirmish Hard Walkthrough

[C01] Skirmish 1 "Outskirts of Bruhl" Hard
[C02] Skirmish 2 "Vasel Riverside" Hard
[C03] Skirmish 3 "Kloden Wildwood" Hard
[C04] Skirmish 4 "Barious Desert" Hard
[C05] Skirmish 5 "Upper Fouzen" Hard
[C06] Skirmish 6 "Marberry Shore" Hard
[C07] Skirmish 7 "Windmill Plaza" Hard
[C08] Skirmish 8 "Naggiar Plain" Hard
[C09] Skirmish 9 "East Bank of Vasel" Hard

4. Skirmish EX Hard DLC Walkthrough

[D01] Skirmish 1 "Outskirts of Bruhl" EX Hard
[D02] Skirmish 2 "Vasel Riverside" EX Hard
[D03] Skirmish 3 "Kloden Wildwood" EX Hard
[D04] Skirmish 4 "Barious Desert" EX Hard
[D05] Skirmish 6 "Marberry Shore" EX Hard
[D06] Skirmish 8 "Naggiar Plain" EX Hard
[D07] Skirmish 5 "Upper Fouzen" EX Hard
[D08] Skirmish 7 "Windmill Plaza" EX Hard
[D09] Skirmish 9 "East Bank of Vasel" EX Hard

5. Additional DLC Missions

[E01] Enter the Edy Detachment
[E02] Selvaria 1 "Assault on Ghirlandaio"
[E03] Selvaria 2a "Silencing the Artillery"
[E04] Selvaria 2b "Rout of the Gallian Forces"
[E05] Selvaria 3 "Covert Op "Azure Witch""

6. Edy's Squad Challenge

[F01] Scout Mission
[F02] Lancer Mission
[F03] Sniper Mission
[F04] Engineer Mission[F05] Shocktrooper Mission
[F06] Tank Mission


1a. Combat and General Advice

Team attacks with friends have higher accuracy (saw this in the official
guide).

All non-permanent potentials, besides Audrey's Mooch, proc at 12.5% per trigger
(saw this on a thread).

Grenades have a range of 90, and proximity potentials have a range of ~100. I
usually try to find the point where the grenade line turns blue then take two
steps back, then move forward and back from there. It's best to move the camera
to max vertical so you have a solid reference frame to use.

Potential proximity distance takes height into account, keep that in mind when
on elevations or using ladders.

If you attack from inside the smoke you get "flagged" and enemies can see you
through the smoke. You will have to exit and re-enter the smoke to rehide. Same
with hiding in the grass - once you're spotted you have to stand up and crouch
to rehide.

You can sometimes use barricades to juke enemy LoS.

If you deploy a leader reinforcement you get their +1 CP bonus on the turn they
show up on.

Enemy scout AI is usually set to run and capture flags.

Each unit has different hitboxes due to different heights, sizes, etc. Smaller
or thinner units like female shocktroopers might be able to slip by obstacles
that bigger ones like lancer males can't.

Enemy hitboxes naturally sway with their idle movement animation. So if you aim
at a precise position so that your target changes from one enemy to another as
they idle, your bullets will hit both of them more evenly. 

Also, enemy corpses can absorb bullets before they drop out of your firing
range, so when you fire at a slight angle they get out of your way more quickly
and give you a better opportunity of hitting the far target.

Team attacks can kill multiple separate targets with proper positioning.

Use your tank to knock enemies out of hiding, then enter targeting mode before
they stand up. They won't be able to dodge because technically they haven't had
a chance to reorient themselves and "spot" the tank yet.

If you can bait an enemy counterattack from a safe spot, you might be able to
distract other enemies into facing the counterattacking enemy.

You can juke enemies into making attacks (typically mortars or flamethrowers)
that always 100% fail because they hit an invisible wall corner instead of
their target.

Pay attention to enemy actions during enemy phase. You can often spot scripted
actions. Sometimes bosses have special trigger conditions to learn and
exploit.

Enemies often act differently depending on who is in their line of sight and
where.

IF can sometimes stop enemies dead in their tracks. This is most useful when
you position scouts to IF incoming enemy shocks. Also works pretty well with
tanks sometimes.

IF = interception fire, LoS = line of sight

Safe spot = building edges, truck edges, tank edges, trees, etc. where you can
fire at an enemy but they can't hit you back

Semi-safe spot = A stretch of terrain where you can avoid an enemy IFing at you
if you run across it at full speed. They will raise their weapon and get ready
to fire, but you'll make it past before a bullet is fired.

There is no reward for killing non-leader enemies, only Leaders, Aces, and
Tanks.

Always deploy Alicia, Rosie, and Largo for more CP per turn.

Always purchase the stories from the reporter, as they usually lead to extra
missions.

CP carries over between turns, so it's a good idea to save it up sometimes when
waiting for reinforcements, waiting for the enemy to do something, or restoring
the AP a character has available to move with.

A Ranks are entirely based on how quickly you finish a mission.

Past Mission 10a, you will start receiving Royal weapon rewards for getting A
ranks in battle.

Personal Potentials are unlocked by earning 5 points of a hidden point value
that is raised by performing different actions during a chapter or skirmish.
The recruit can only earn points once per condition per mission. Once the
recruit has 5 or more points, go to Castlefront St and their personal potential
will be unlocked automatically.

Being deployed on the mission: 1 Point
Killing an enemy or healing an ally: 2 Points
Capturing a Base Flag: 3 Points
Calling a Medic for a wounded ally: 4 Points

You can exploit this mechanic to avoid unlocking bad or undesirable personal
potentials. Unlock the personal potentials of everyone you intend to use, then
never visit Castlefront St again. This means you'll have to wait until you no
longer need to visit Castlefront St to use those characters with undesirable
traits (so that they remain locked), but it's worth it for characters like
Nancy.

Line of Sight:

Use line of sight to make enemies face a certain direction, then sneak past
them or headshot them. This is especially effective when using tanks that are
nearly immune to gun fire.

Enemies have different 'line of sight' radius' for noticing your troop and
turning towards them to fire. Scouts have the highest, while Shocktroopers have
the lowest.

Most enemies will lose sight of your troop if you hide them in the grass or run
them out of line of sight.

Line of sight is extremely important for avoiding unnecessary interception fire
and getting up close from behind for headshots. If you end a characters turn
well hidden, the enemy will not seek them out.

Enemies cannot dodge from directly behind them, but they can dodge from the
front or sides, even if they don't currently see your character (yellow sight
lines). This is especially true of aces, who you will almost always want to hit
from directly behind to ensure their death.

If you attack any enemy from the side or front, even if they are not firing at
you, they have a chance to dodge your attack, even if your 'sight' bar leading
to them is nonexistent. Even generic gray colored soldiers can and will dodge
your attacks, so it's best to approach from behind whenever possible. I'd put
the non-ace dodge rate at around 15%. Ace dodge rates are extremely high. In
version 1.20 dodge rates are reduced.


Crouching/Sandbags/Explosives/Mines:

Crouching increases a troops field of vision for interception fire. Scouts have
a nearly 360 degree sight range when crouched.

You can disrupt a crouching enemy with grenades, lancer shots, mortars,
destroying the sandbag, and running them over with a tank.

Flamethrowers deal a lot of damage to crouched enemies and turret bunkers.

Sandbags can be destroyed with any grenade, mortar, anti-tank lance, or by
being run over by a tank. Objects like trees and benches can usually also be
run over and destroyed by a tank.

You can use grenades or mines to your advantage to launch your character over a
fence or barricade. Lancers have anti-blast armor and thus can walk all over
land mines with no problem.

You can knock enemies off Base Flags with grenades and other explosives and
capture the flag without having to kill them.

If your troop steps on a land mine and ends their CP while still standing on
it, you can then run over the mine with other characters and it will not
detonate.

When using mortars and grenades, you can often manually hit enemies out of line
of sight that the game does not auto-highlight for you. If you know they are
there, and your attack can reach them, you can hit them with it if you aim
correctly.

Sandbags can be a vexing issue for some missions, due to limited
explosives/grenades. Sometimes a good solution is to grenade two nearby
sandbags together instead of touching the enemies behind them.

Always consider that your grenades will have a small 'bounce' to them, so you
may want to compensate by aiming just a little off from your actual target, if
you are making a sensitive shot.

Tossing a grenade and destroying a sandbag does not alert an enemy that was
crouched behind it if they were not hit by the blast. They will simply stand up
and continue to not notice your character (provided they were out of LOS).

Lancer and tank mortar rounds do more damage the closer they are to their
target.


Tanks:

Light Tank/Tank Destroyer turrets fire ahead of them, while Medium Tank turrets
fire behind them. Heavy Tank turrets are slow and need to 'travel' to the
person they are aiming at. Use this to your advantage by quickly running past
before they can get a lock on your character.

Tanks do not cause any damage when they explode. Feel free to get as close to
them as you like.

Use your tank to block enemies line of sight to provide your infantry safe
passage across dangerous areas.

Your tanks can be used as bulldozers to knock around enemies to either alter
their position/facing, or shove them next to another enemy to AOE them both
down. Once an enemy is knocked down, all of their sight is 'reset', so they
will no longer target the tank if they stand up facing away from it.

Later in the game, your Shocktroopers weapons will be powerful enough to take
down low HP tanks in one CP by firing into their radiators.

Keep your tanks radiators backed up against just about anything solid to
protect them from attack. Even the slightest exposure around enemy lancers,
tanks, or anti-tank bunkers/turrets can spell game over.

Tanks can run over and detonate small anti-personnel mines without taking
damage, but they will still damage infantry if they are nearby.

A Lancers Mortar Lance can deal extreme damage to a tanks radiator if you fire
directly into it (lower the lances aim until the aiming arc no longer shows).
This will kill any tank short of a Heavy Tank in one hit.

You can instantly destroy a Batomys radiator with a grenade tossed into it in
Chapter 7. (I didn't figure this one out on my own)

Using your tank(s) to provide interception fire is a great way to mow down lots
of infantry without using CP. This is especially true of the Shamrock equipped
with the Gatling Gun.

When controlling your tanks, they will either turn or move forward/backward
depending on the camera angle. If the camera is aligned with the Edelweiss's
front/back, moving the stick left or right will cause it to turn, and moving
the stick up or down will cause it to move forward/back. If the camera is
aligned along the Edelweiss's side, the controls will be reversed. If you want
to turn the tank around 360 degrees, you will have to adjust the camera angle
slowly as you turn the vehicle. Remember, tanks need a wide clearance to be
able to turn around.


Conserving AP/CP:

Consider moving your characters around the map like a racetrack - hug corners
tightly and don't veer off and you can make the most of your AP.

Areas like elevators and trolley cars can be used as soon as the "X" button is
displayed. Save AP by slowly walking up to them and pressing X the moment it
shows up.

Use Scouts to rush capture a Flag then deploy slower allies that would have
taken far longer to run there.

Always consider your strategy in 'Cost of CP'. For example, say you have an
enemy crouched behind sandbags. A shocktrooper could kill it in one CP with a
flamethrower, or a scout could kill it in two CP (grenade and gun down), but
the shocktrooper may take 3 CP just reaching the enemy, while the scout may
only take 1 CP due to its higher AP. Thus the scout would be the better option
to use.

Use Team Attacks to take out entrenched enemies that take a lot of hits to die
(turrets, tanks, etc.).

Moving over sandbags does not cost AP. That means if you use sandbags
correctly, you can increase the distance your troop can travel.

Enemy friendly fire can kill their own troops. You will have to crouch behind
sandbags or use a tank to get this to work most of the time, since enemies will
automatically stop firing if they will directly hit an ally next to them. While
this is a cheap method, it can bring about results when there is no other
alternative.

Any chracters with 'Ultimate' potentials are usually the best to use, since
these potentials have a 100% activation rate.


Survival:

If an area is too dangerous around a captured flag, retreat your character and
deploy a new person: the enemy will have nothing to attack during enemy phase,
since your deployment will arrive at the start of your next turn.

Smoke grenade clouds can be fired through without dispersing the cloud, even
mortar lances. You will have to manually aim, though.

Enemies inside a smoke grenade cannot notice anyone, and are hard to notice if
you didn't already see them before firing the grenade. If you fire on an enemy
in a smoke cloud, they will counterattack normally.

Your main story characters (Alicia, Largo, Rosie, Zaka) can not die, so even if
they are knocked out, they don't need to be rescued by a medic.

Press O and L1 quickly during command mode to limit enemy fire between
attacking and ending the characters turn.

During player phase, enemy turrets cannot rotate their position to provide
interception fire, making it very safe to get up to the side or behind them.
They can, however, turn around and fire to their side and behind during enemy
phase.

While in third person mode, enemies that fire at your troops have limited ammo
before they must reload. However, they never reload before their clip is empty.
Take advantage of this with scouts by ducking in and out of line of sight and
making them waste shots, then make a run for it when they only have a few
bullets left before they can reload. When an enemy is reloading is the safest
time to run past them if you have no way of distracting them otherwise.


On class variety, overusing scouts and not using snipers/engineers enough:

In many cases it's possible to 'substitute' a scout or other unit for an
engineer or sniper. But I'd rather only deploy one of those lesser used classes
if it feels necessary, not just to say "I got a sniper/engineer in there".

Not using scouts is a possibility, but I'm pretty sure there are some missions
that you'll end up taking damage without the use of scouts. In any case, I do
use scouts quite a bit, as they're far and away the best class in most
situations once they can effectively destroy tank radiators.

I've also considered using default weapons only, although again in some
missions that will mean you'll end up taking damage, or having to reload a lot
as default weapon accuracy is awful.



1b. Playthrough Results

Main Story Results:

Chapter 01 : 4 turns
Chapter 02 : 3 turns
Chapter 03 : 2 turns
Chapter 04 : 3 turns
Chapter 05 : 3 turns
Chapter 06 : 3 turns
Chapter 07 : 9 turns
Chapter 08a: 4 turns
Chapter 08b: 3 turns
Chapter 09 : 2 turns
Chapter 10a: 4 turns
Chapter 10b: 4 turns
Chapter 11 : 4 turns
Chapter 12 : 2 turns
Chapter 13 : 3 turns
Chapter 14 : 3 turns
Chapter 15a: 4 turns
Chapter 15b: 3 turns
Chapter 16 : 8 turns
Chapter 17 : 4 turns
Chapter 18a: 4 turns
Chapter 18b: 2 turns

Reports:

Report 01 : 3 turns
Report 02 : 2 turns
Report 03 : 1 turn
Report 04 : 3 turns
Report 05 : 4 turns

Normal Skirmishes:

Skirmish 01 : 1 turn
Skirmish 02 : 2 turns
Skirmish 03 : 3 turns
Skirmish 04 : 3 turns
Skirmish 05 : 3 turns
Skirmish 06 : 4 turns
Skirmish 07 : 2 turns
Skirmish 08 : 3 turns
Skirmish 09 : 3 turns

Hard Skirmishes:

Skirmish 1 : 2 turns
Skirmish 2 : 2 turns
Skirmish 3 : 3 turns
Skirmish 4 : 3 turns
Skirmish 5 : 3 turns
Skirmish 6 : 4 turns
Skirmish 7 : 3 turns
Skirmish 8 : 4 turns
Skirmish 9 : ? turns

Ex-Hard Skirmishes

Skirmish 1 : ? turn 
Skirmish 2 : ? turns
Skirmish 3 : ? turns
Skirmish 4 : ? turns
Skirmish 5 : ? turns
Skirmish 6 : ? turns
Skirmish 7 : ? turns
Skirmish 8 : ? turns
Skirmish 9 : ? turns

DLC:

Enter the Edy Detachment:
Selvaria 1  : 
Selvaria 2a : 
Selvaria 2b : 
Selvaria 3  : 

Scout Mission  : 
Lancer Mission : 
Sniper Mission : 
Eng Mission    : Shock Mission  : 
Tank Mission   : 


2. Main Game Walkthrough

[B01] Chapter 1 "In Defense of Bruhl"
4 turns
http://www.youtube.com/watch?v=cLG9U-rRlCw&list=PL4C5E8738747EB7D2

Ch 1 is fairly simple, mostly killing scouts from behind safe spots or by
outranging them. Scouts have a very wide aggro radius so sometimes it's just
not possible to sneak by them. Luckily these scouts are pretty weak and die in
a couple hits even when crouched.

Classes used: Scout
CP used: 13 CP/10 kills

Part 1:

Turn 1:
CP1: Move Alicia forward next to safe spot at the edge of the left building,
kill first scout
CP2-3: Have Alicia fire at second scout. Possible to kill it in 2 attacks if
you get lucky.

Turn 2:
CP1-3: Have Alicia fire at second and third scout, proc Country Bred to
increase accuracy.

Turn 3:
CP1: Finish off the third scout if it's still alive.
CP2: Grenade fourth scout from around the building.
CP3: Move behind truck safe spot and kill fifth scout.

Turn 4:
CP1: Move forward and grenade the crouched scout leader.

Part 2:
You'll take unavoidable damage from the tank mortar during the scripted event.

If you can go into part 2 on turn 4 with 4+ CP, you can finish in 4 turns.

Turn 4 or 5 (depending on luck):
CP1-3: Use Alicia to kill 3 scouts. Kill the first scout from behind the
truck/lamppost, grenade the second scout near the tank, then shoot the third
scout near the exit.
CP4: Move welkin behind the tank while facing the tree to LoS the remaining
scout, kill it from behind the tree, then run to the goal.





[B02] Chapter 2 "Escape from Bruhl"
3 turns
http://www.youtube.com/watch?v=aMnu1sczpMk&list=PL4C5E8738747EB7D

This is one of the few stages where IF is useful, because most enemies are set
to attack the town gate and ignore your infantry. You can kill quite a few
enemies as they run past your troops towards the gate.

Classes used: Scout
CP used: 10 CP/10 kills

Turn 1:
CP1: Move Alicia NE, grenade east scout in corner, then end on the grass
leading behind the house.
CP2: Move west watchman north, attack shock (must land 2-3 hits).

Alicia and Watchmen should IF kill both scouts and the injured shock.

Turn 2:
CP1: Move Alicia behind house through grass, grenade shock and crouched scout,
then move south and around up the hill.
CP2: Use Alicia to kill scout leader and end facing east wall.

Watchmen should IF kill the incoming scout.

Turn 3:
CP1-2: Move Welkin through the barricade.
CP3: Move Alicia NE and grenade the ace from behind the tree. Make sure there
are blue or no sight lines so it can't dodge.
CP4-7: Destroy tank with Welkin. 2 CP spare





[B03] Skirmish 1 "Outskirts of Bruhl" Normal
1 turn
http://www.youtube.com/watch?v=OnBSlJ4Z52k&list=PL4C5E8738747EB7D2

Deployment:
 1 2
3 X X
4 5 6

1: Rosie
2: Largo
3: Sniper
6: Alicia
7: Shock
8: Lancer

Classes used: Scout, Lancer, Sniper, Shock, Edelweiss
CP used: 8 CP/8 kills

It's tricky to 1 turn this skirmish if you play it as soon as it's unlocked,
because you don't have the ace sniper rifle that can one shot the crouched
scouts yet. You could try lancing them but it's pretty unreliable. The tank
strat is more reliable but takes more skill to execute.

CP1-2: Move Edelweiss slightly SE to mortar the crouched scout, then turn SW
and move towards the crouched scout leader. The shocks will be IFing and you
need to advance while they reload (green sight lines) then stop and turn right
to protect the radiator while they fire. Safely make it to the crouched scout
leader, break its sandbag, then knock it east and turn towards the shocks, then
get the scout killed by shock IF.
CP3: Use Shock to kill both shocks facing the Edelweiss.
CP4: Use Shock to kill the shock. You can also try to proc Lancer Killer and
kill both the lancer and shock.
CP5-6: Fire at the crouched scout sandbag with lancer, then finish it off with
sniper. Alternately you can spend 3 CP to hit it twice with the sniper then
finish with Alicia.
CP7-8: Use Alicia to finish off any remaining enemies, then kill the scout on
base and capture. There is a safe spot on the bridge you can fire from,
surrounded by semi-unsafe spots.





[B04] Chapter 3 "Vasel Urban Warfare"
2 turns
http://www.youtube.com/watch?v=6M-M80BjGis&list=PL4C5E8738747EB7D2

A relatively simple and clean stage to work through, using a variety of strats
that remain important throughout the game. It would have been nice if the rank
was 2 turns instead of 1, along with ranks for total kills and damage taken.

Deployment: 

East Team: Scout #1

West Team:

1 X 2
 3 4

1: Scout #2
2: Scout #3 - ZM Kar 1(g)
3: Scout #4
4: Sniper
X: Largo

Classes used: Scout, Lancer, Sniper, Shock, Edelweiss
CP used: 18 CP/17 kills

Turn 1:
CP1-2: Move Welkin north and mortar both scouts.
CP3: Move Rosie NE and kill the scout hidden in the nearby grass, then hide in
grass.
CP4-5: Move Sniper NE and kill the east shock and east scout.
CP6: Move Largo NE through the east passage. Make a lucky shot if you want.
CP7: Move Scout #3 north next to the crates, facing the west enemy scout. (try
to kill the east shock instead of sniper?)

Welkin should IF kill an incoming enemy shock leader. Your scout trio should IF
kill two enemy scouts.

Turn 2:
CP1-5: Move Alicia far north, west, up the ladder, and kill the shock on the
roof. From the rooftop, use Alicia to kill both scouts, shock, and engineer.
CP6-7: Move Scout #1 north in grass, grenade the ace out of the grass, then
move around behind and headshot.
CP8-9: Snipe the two shocks on the base.
CP10-11: Move Largo north, destroy the two tanks, and capture the flag.





[B05] Chapter 4 "Operation Cloudburst"
3 turns
http://www.youtube.com/watch?v=Av6pzPBeN-0&list=PL4C5E8738747EB7D2

This is the first large scale map where you need to move quite a distance while
dealing with tanks and multiple crouched enemies. From this mission on you can
expect scouts to become even more important, especially as their weapons are
able to destroy tank radiators.

Deployment:
1 2 3
  4
X   X
 5 6

Classes used: Scout, Lancer, Sniper
CP used: 24 CP/16 kills

1: Melville
2: Scout
3: Lancer #1
4: Alicia
5: Rosie
6: Largo
X: Undeployed

Turn 1:
CP1: Move Scout NE, kill scout on south base (try to aim at scout leader as
well), then end before the scout leader can fire.
CP2: Move Alicia NE, kill scout leader (try for team attack), proceed NE.
CP3: Move Scout east past the south tank, hit ragnite canister, proceed east.
CP4-6: Move Melville behind the shock, grenade the wall, then kill the shock,
shoot the ragnite canister behind the light tank, and end out of LoS.
CP7: Use Lancer to destroy the south tank.
CP8: Move Alicia to the north base, kill lancer, capture, then end behind the
tent facing east.
CP9: Deploy Lancer #2 at the north base.

Enemy should move its E and NW tanks closer in, move one of its scouts onto the
north base, and move its lancer out into the open.

Turn 2:
CP1: Move Scout east and north, kill scout on north base.
CP2-4: Move Lancer east, destroy east tank, then NW, attack N and S tanks. End
out of LoS by the north debris pile.
CP5-6: Move Alicia north, kill sniper on roof, move around behind debris pile,
hit ragnite canister, then move south and end out of LoS behind the inactive
tank.
CP7: Use Scout to kill east lancer then move SW out of LoS.
CP8: Deploy Sniper at north base.

Turn 3:
CP1: Use Lancer to destroy remaining tank.
CP2: Snipe shock leader.
CP3-5: Kill south crouched scout with your scouts/sniper. Might be able to kill
this scout in 3CP total using the ZM Kar 1(g) from behind the debris wall, with
no need to deploy sniper.
CP6: Move Melville NW, grenade shock w/ Trooper Killer.
CP7: Move Alicia NW, grenade scout on base, capture. 3 CP to spare.





[B06] Skirmish 2 "Vasel Riverside" Normal
2 turns
Same as Ch 3 except the ace is replaced by a regular shock.





[B07] Chapter 5 "The Kloden Wildwood"
3 turns
http://www.youtube.com/watch?v=ebAtLKicSVA&list=PL4C5E8738747EB7D2

This stage can get fairly complex with all the winding paths, it's pretty much
made for scouts. Once again it's mainly a scout rush, along with a lancer to
help take out the boss. Enemies are particularly sensitive to LoS on this map.
Even small changes in your LoS or positioning can drastically change enemy
movement and facing.

Classes used: Scout, Lancer, Shock
CP used: 24 CP/20 kills

Deployment:

North Team:

 X
123

1: Largo
2: Melville - ZM Kar 1(g)
3: Rosie

South Team:

 X  1
X  X
  2

1: Scout
2: Alicia

Turn 1:
CP1-2: Move Alicia east along the road, grenade the fallen logs, fire at the
scout leader on the south base to make it face SW, then continue east along the
southmost path out of LoS.
CP3: Move Melville east, kill the scout leader, then move south towards the
south base. 
CP4-5: Move Melville around the fence into the south base, kill the crouched
scout, then proc Trooper Killer and grenade the crouched shock, then capture
and move out of LoS.
CP6: Deploy Lancer at the south base.

Enemy scout should move up onto old path hill, shock should move in front of
the main base gates facing west, ace shouldn't move anywhere.

Turn 2:
CP1: Destroy md tank with Lancer, then proceed NE.
CP2: Move Melville NE into the supply base, kill shock, then proceed towards
the west gate.
CP3: Move Lancer NE, then hide behind the main gate fence in the corner. You
can make a lucky shot at the AT cannon on the hill but it's not necessary. In
the video I made a shot at the lumber pile, but it turned out that was
unnecessary.
CP4-5: Move Melville through the west gate, kill shock leader, then proceed
west, grenade both shocks near north base, then end out of LoS.
CP6: Move Rosie east, kill AT Cannon.
CP7-8: Move Scout east, kill both lancers, then proceed east along the
southmost path.
CP9-11: Move Alicia east, grenade fallen logs and proceed uphill, kill scout on
hill, then proceed east in LoS.

Enemy shocks in base should move towards or face Alicia standing on the hill,
while your other scouts should be out of LoS.

Turn 3:
CP1: Have Alicia grenade the scout on the main base.
CP2-4: Move Melville into base, kill the shock near the boss, proc Trooper
killer and grenade the two shocks on the base, then proceed uphill and destroy
the AT cannon if Yoko didn't destroy it already.
CP5: Move Scout NE into base, grenade ace and shock, end before ace IFs.
CP5-6: Move Yoko into base, finish off ace, then destroy boss tank. Might be
able to capture on CP6 w/ Yoko if I left her closer on turn 2. Could also try
taking 3 actions with the third action killing the tank then capturing.
CP7: Capture. 3-4 CP remaining depending if Yoko hit the AT cannon.





[B08] Chapter 6 "A Desert Encounter"
3 turns
http://www.youtube.com/watch?v=b5Pbkno16pw&list=PL4C5E8738747EB7D2

Shocks find a bit of use in this stage to take out crouched lancers and tank
radiators. Other than that, it's more scouts running around killing
everything.

Deployment:

West Team:

   1 2
    3

4 X 5
  6

1: Alicia - ZM Kar 1(g)
2: Nancy
3: Shock #1 - ZM MP 1(g)
4: Largo
5: Melville
6: Rosie

Shock #2 - ZM MP 2(g)

Classes used: Scout, Shock
CP used: 26 CP/21 kills

Turn 1:
CP1: Move Alicia north to kill the scout hiding between the nearest debris
walls, continue east through Trench 01.
CP2: Kill the scout leader at the end of Trench 01, then proceed north to
capture the middle base (avoid shock LoS).
CP3-4: Move Alicia up the stairs and kill the shock leader and crouching
sniper. End out of LoS on the stairs.
CP5: Move Nancy east through Trench 01, kill the sniper standing on the
building, then proceed west.
CP6-7: Use Nancy to kill the shock and lancer nearest him, then hide out of
LoS.
CP8-9: Move Shock #1 north and kill the shock and lancer along the way, then
end out of LoS.
CP10: Deploy Shock #2 from the middle base.

Turn 2:
CP1: Use Shock #1 to kill the crouching lancer leader.
CP2: Use Melville to kill the shock near your base then proceed north.
CP3-6: Move Shock #2 north, destroy east tank.
CP7-8: Send Alicia north to kill the ace, killing the standing shock along the
way.
CP9: Send Nancy NW, killing the lancer near the mid base along the way.

Turn 3:
CP1-4: Move Shock #2 NW, fire at the right crouched shock, destroy the north
tank, crouching shock leader on base, then south tank.
CP5: Move Nancy NW, proc Bug in a Rug, grenade left shock.
CP6: Move Melville NW, proc Trooper killer, grenade right shock.
CP7: Move Alicia SW, kill crouched sniper, then capture. 5 CP spare






[B09] Skirmish 3 "Kloden Wildwood" Normal
3 turns

This skirmish is similar to Chapter 5, except your south team starts farther
back, enemies have slightly higher stats, there is no ace, the Medium Tank is
now a Light Tank, and the boss tank is now a Medium Tank.

You can still distract the crouched scout on the south base without getting hit
by the light tank's front facing turret, but you can't get close enough to deal
in-range damage. To compensate you can send a scout with a grenade, or have
Melville proc Trooper Killer twice, once for the scout and once for the shock.

The enemy scout doesn't move far from its initial position, so I needed to run
a scout along the north path to grenade it from behind a building. A few unit
placement and enemy AI changes and your strategy can end up being very
different.

This turned out to be a bit easier than I thought after playing it, mainly
because the md tank exposes its radiator on turn 2.

Deployment:

North Team:

 X
123

1: Scout #1 - ZM Kar 1(g)
2: Scout #2
3: Melville

South Team:

 1  3
2  X
  X

1: Largo
2: Rosie
3: Alicia

Classes used: Scout, Lancer
CP used: 25 CP/19 kills

Turn 1:
CP1-2: Move Alicia east along the road, grenade the fallen logs, fire at the
scout leader on the south base to make it face SW, then continue east along the
southmost path out of LoS.
CP3: Move Melville east, kill the scout leader, then move south towards the
south base.
CP4-5: Move Scout #2 east, attack the AT cannon, then head to the south base
and grenade the crouched scout leader.
CP6: Move Melville around the fence into the south base, proc Trooper Killer
and grenade the crouched shock, then capture and move out of LoS.
CP7-8: Move Scout #1 east, attack the AT cannon, then kill the leader shock and
end out of LoS.
CP9: Deploy Yoko at south base.

The md tank on base makes the same back and forth movement as the Ch 5 boss.
The md tank in base ends turn 1 with its radiator facing SW, giving your lancer
an easy shot at it. The enemy scout doesn't leave the base to travel uphill.

Turn 2:
CP1-3: Use Yoko to destroy light tank, then proceed NE and destroy the md tank.
End out of LoS. You can spend an extra CP to get close to the md tank if
needed.
CP4-6: Move Scout #1 east, kill the shock, leader shock, then grenade the
crouched scout in base.
CP7: Move Alicia east, grenade fallen logs, head uphill.
CP8-9: Move Melville uphill then grenade the crouched shock.

Turn 3:
CP1-2: Use Scout #2 to kill both lancers.
CP3: Move Alicia upkill, team attack the AT cannon, then grande the shocks on
base.
CP4-7: Clear out any remaining shocks on base using Scout #1, Melville, and
Alicia.





[A01] Report 1 "Largo's Passion"
3 turns
http://www.youtube.com/watch?v=IaxB1-bhMQY&list=PL4C5E8738747EB7D2

Shoot/grenade around corners with Alicia. Largo has to land all of his attacks
if you want to 3 turn it. The scout patrolling in front of the cliff is
annoying. I tried shooting from the right corner and tried running past it.

The fastest strat I found is to run past the gate and pray the one bullet he
fires misses. If you don't want to dodge the bullet, wait a turn for it to
patrol to the other side of the boxes and kill it on turn 4.




[B10] Chapter 7 "The Battle at Barious"
9 turns
http://www.youtube.com/watch?v=QIN7lo2TwFI&list=PL4C5E8738747EB7D2

Alicia can easily wipe out the initial infantry, then the Batomys is pretty
harmless once you dismantle its turrets. After that it's mostly a matter of
preparing for Selvaria and taking out the Batomys.

The three phases of the mission:
Phase 1, mission start: The Batomys will move southwest and run over the NW
flag, which should take it 3 turns.  However, the phase will be delayed if the
Edelweiss is too close and the Batomys chooses to fire its main cannon instead
of move.  Knock down the two Ruin Walls that cover the southwest Flag (the
north-most wall is already knocked down) and work on destroying the tank
turrets.

Phase 2, after the boss runs over the NW flag:  When the boss fires on the Ruin
Walls it will expose 3 radiators on its top that you need 3-4 lancers to climb
up and attack.  Each Radiator takes 4 lancer shots to kill.  Weaken all 3
radiators down to critical HP then blow one radiator up, then when the Batomys
fires again on the 2nd Ruin Wall, destroy a second radiator.

Phase 3, after destroying two radiators: An invincible second Boss (Selvaria)
will appear at the NE end of the map along with the ace and other enemies. 
Destroy the last Radiator then destroy the Batomys with heavy anti-tank fire.

North Team:

123

1: Lancer #1
2: Lancer #2
3: Largo

South Team:

1
2
 345

1: Lancer #3
2: Lancer #4
3: Rosie
4: Sniper
5: Alicia - ZM Kar 1(g)

Classes used: Scout, Lancer, Sniper, Engineer, Edelweiss

Turn 1:
CP1-2: Use Sniper to kill the scout and sniper, then hide behind the wall
facing the NE corner where Selvaria will arrive.
CP3-4: Use Alicia to kill the shocks and lancer.
CP5-10: Use your Lancers to destroy the front and front-right turrets. Leave
them in front of the Batomys so they "ride with it" during enemy phase and end
up safely out of turret range.

Turn 2:
Finish off most or all of the turrets. You can start using the ladders to proc
potentials like Veggies or Largo Lover as well. It is not necessary to destroy
all of them, but if you leave any alive make sure to stay out of their LoS like
on turn 1. Focus on the side turrets and leave the rear for last.

Turn 3:
Finish off any remaining turrets and start knocking down the two ruin walls.

Turn 4:
Move the Edelweiss in front of the safe spot. Destroy one of the radiators.
Interestingly, you have tons of CP to spare, so it doesn't really matter
whether you destroy the radiators with lancers or use a grenade. CP isn't much
of an issue on this chapter.

Turn 5:
Move Edelweiss near the downramp where the reinforcements will be arriving.
Have most of your other troops retreat. Deploy an Engineer if you don't have
one out yet, and move your engineer/some lancers into the safe hiding spot.

Turn 6:
Destroy the right radiator. As soon as you do Selvaria shows up. Use Sniper to
pick off the enemy lancer then hide out of LoS. Edelweiss should kill most
enemies with IF. Everyone else should be well hidden.

Turn 7-9:
Finish off any remaining infantry, move the Edelweiss in front of Selvaria to
cover your troops, then grenade the last radiator on turn 9 and destroy the
Batomys using lancers/Engineer to resupply.







[B11] Chapter 8a "The Woodland Snare, Escape from Forest Snare"
4 turns
http://www.youtube.com/watch?v=bEj3lAOnJQc&list=PL4C5E8738747EB7D2

Stealthy mission. Pretty easy to no damage since you're not supposed to get in
direct fire anyway. I just rushed through this mission and didn't feel like
replaying it. Try to get a team attack on the ace.







[B12] Chapter 8b "The Woodland Snare, Reunion in the Forest"
3 turns
http://www.youtube.com/watch?v=7eT63EA6CUY&list=PL4C5E8738747EB7D2

This is one of the stranger missions to complete in this challenge run. There's
no likely way you can kill all the tanks and lancers aiming at the Edelweiss on
turn 1, so you have no choice but to haul Welkin to the tank asap and back it
out of LoS. That strategy wasn't hard to figure out, but you need to maximize
your AP and positioning to make it possible.

Improvements: Possibly give Alicia the ZM Kar 2(g) to double kill the shocks on
turn 3.

Deployment:

XX1
XX2

Welkin - ZM Kar 1(g)
Alicia - ZM Kar 2(g)

1: Largo
2: Rosie - ZM MP3(g)

Classes used: Scout, Lancer, Shock, Edelweiss
CP used: 24 CP/20 kills

Turn 1:
CP1: Send Alicia to kill the scout, then move north and hide behind the fence.
CP2: Send Welkin east past the fence and shock leader, then kill the scout
behind the mortar cannon.
CP3-4: Continue Welkin through the ravine and into his tank. Kill the two
snipers along the way.
CP5-6: Move Welkin east slightly, just enough to mortar the scout leader, then
back off out of all south enemy LoS.
CP7: Send Largo north to destroy the mortar cannon.
CP8: Move Rosie east into the small passage out of LoS.

Enemy positioning seems to be very finicky on this turn. The best result I've
seen is to have the 4 lancers crouched together with a shock, so you can use
the Edelweiss + shock IF to kill off some of the lancers and save a CP.

Turn 2:
CP1: Move Rosie east and shoot the nearby tank's radiator.
CP2-3: Move Welkin east and mortar the group of shocks and sniper. Use enemy IF
if possible to kill some of the lancers.
CP4: Use Rosie to kill whatever enemies are near the Edelweiss. Enemy shocks
might fire at Rosie from behind the tank, but I tested her standing there 10
mins and not a single shot hit her, so I think it's safe to say it's safe back
there.
CP5: Move Largo east and up the ladder to shoot the radiator of the remaining
tank. If Rosie only spent 1 CP, you can spare a 2nd shot if you miss.

Turn 3:
CP1-2: Use Alicia to grenade the north shock while breaking the middle shock's
sandbag, then double kill the other two shocks. (used 3 CP in video)
CP3-4: Move Welkin east and mortar the remaining shocks, then break down the
gate while nudging Rosie forward.
CP5-6: Move Welkin up to the shock leader on the base and headshot it.
CP7: Capture with Rosie. If the shock isn't dead yet, wait behind the Edelweiss
until the shock has to reload, then run out and fire at it before it can start
firing again.





[B13] Skirmish 4 "Barious Desert" Normal
3 turns

Compared to Ch 6 there's no ace, the enemy sniper reinforcement might not
crouch in the trench and no sandstorm.

Since there's no sandstorm you have to stay a bit farther back out of LoS on
turn 2, but you can still cover the distance and finish off the tanks and etc.
on turn 3 fairly comfortably.

Deployment:

West Team:

   1 2
    3

4 X 5
  6

1: Alicia - ZM Kar 1(g)
2: Nancy
3: Shock #1 - ZM MP 2(g)
4: Largo
5: Melville
6: Rosie

Classes used: Scout, Lancer, Shock
CP used: 28 CP/20 kills

Turn 1:
CP1: Move Alicia north to kill the scout hiding between the nearest debris
walls, continue east through Trench 01.
CP2: Kill the scout leader at the end of Trench 01, then proceed north to
capture the middle base (avoid shock LoS).
CP3-4: Move Alicia up the stairs and kill the shock leader and (grenade)
crouching sniper. End out of LoS on the stairs.
CP5: Move Nancy east through Trench 01, kill the sniper standing on the
building, then proceed west.
CP6-7: Use Nancy to kill shock and lancer.
CP8-9: Move Shock north and kill the shock and lancer along the way, then end
out of LoS.
CP10: Deploy Lancer from the middle base.

Turn 2:
CP1-2: Use Shock to kill the crouching lancer leader, then move forward again
out of LoS.
CP3: Use Melville to kill the shock near your base, then kill the shock near
the mid base then hide out of LoS.
CP4: Send Nancy NW, killing the lancer near the mid base then hide out of LoS.
CP5: Move Lancer north out of LoS.

Enemy tanks shouldn't move or fire on anyone. Make sure everyone is well hidden
from the enemy sniper.

Turn 3:
CP1-6: Move Lancer north, destroy the two east tanks. Takes quite a lot of CP
to move that far, but you can fire right into the radiator for accuracy.
CP7: Move Nancy north, kill east shock in trench.
CP8-10: Move Shock north, kill sniper then west tank.
CP11: Move Melville north, kill west shock in trench.
CP12-13: Kill shock on base then capture.




[B14] Chapter 9 "A Midsummer Incident"
2 turns
http://www.youtube.com/watch?v=qGBzi1C_5GY&list=PL4C5E8738747EB7D2

A short mission with few enemies. The Edelweiss can be very useful for blocking
enemy IF.

Deployment:

   1
 23
4  5

1: Salinas
2: Rosie
3: Alicia
4: Largo
5: Scout

Classes used: Scout, Shock, Edelweiss
CP used: 12 CP/5 kills

Turn 1:
CP1-2: Move Salinas west and hide in the small corner that faces north, right
next to the road that the armored car is traveling down.
CP 3-4: Move Welkin east and cover Salinas. Interestingly, it's possible to
mortar the NW scout with the Edelweiss, but I don't recommend it. No enemy
should fire on Salinas on EP.

Turn 2:
CP1: Move Scout south and kill the sniper.
CP2-4: Move Alicia east/north to the top of the map, then west/south to kill
the scout and lancer.
CP5-6: Have Welkin mortar the remaining scout to the west, then form a blockade
for Salinas to reach the target car radiator unharmed.
CP7-8: Move Salinas behind the Edelweiss, and carefully run behind the target
car radiator. He should not be in danger of getting hit if you time it right.
Attack the target car radiator twice, triggering Tank Lover once.





[B15] Chapter 10a "Liberation of Fouzen, Infiltration of Fouzen"
4 turns
http://www.youtube.com/watch?v=A0iJh96PHCY&list=PL4C5E8738747EB7D2

There isn't much room for creativity here, just move Welkin forward while
killing all in his path.

Alicia - ZM Kar 2(g)


Turn 1:
CP1-6: Move Welkin forward, killing two scouts along the way.
CP7-9: Move Alicia forward into trolley B, then kill all 4 snipers.

Turn 2:
CP1: Move Alicia down the ramp, spot the tank on the bridge, then kill the
leader shock.
CP2-7: Move Welkin forward, killing the tank across the bridge (lucky radiator
shot) and the two remaining shocks. If you want a 4 turn clear you don't have
much choice but to get the lucky radiator shot. Even if you miss you can still
recover and get a 5 turn clear pretty easily, which is still an A rank.
CP8: Move Alicia west across Bridge 04, grenade the lancer in the grass, then
hide in the grass.

Turn 3:
CP1-6: Move Welkin west across the bridge, kill the lancer standing on the
bridge, then directly mortar kill the scout, then kill the lancer near the
grass, then proceed west.
CP7-8: Move Alicia north, kill the shock on the enemy base, capture it, then
head south towards the trolley.

Turn 4:
CP1-6: Move Alicia into the trolley, grenade or double kill the two snipers,
then kill the ace from around the corner (you can get a safe blue sight line on
him and still shoot him). Then shoot the tank radiator 4 times.
Remaining CP: Move Welkin across the bridge, finish off the tank, gun down the
two lancers (use Alicia to help if needed), then reach the goal.







[B16] Chapter 10b "Liberation of Fouzen, Liberation of Fouzen"
4 turns
http://www.youtube.com/watch?v=foIm0BPcnNw&list=PL4C5E8738747EB7D2

Improvements: Could make turn 4 more CP efficient, though the level is pretty
much over by then.

This chapter involves scouts and shocks running through a maze of elevator
lifts and trolleys, with a bit of lancer assistance.

Deployment:

     8
1 4 7
 2 5
3 6

1: Alicia - Gallian-1R
2: Largo
3: Scout #1
4: Shock
5: Scout #2
6: X
7: Cherry - ZM Kar 3(g)
8: Rosie

Classes used: Scout, Lancer, Shock, Edelweiss
CP used: 41 CP/20 kills

Turn 1:
CP1-2: Move Edelweiss west and mortar the shock, then back off.
CP3: Move Alicia west and kill the shock, then hide out of tank LoS.
CP4-5: Move Largo west.
CP6: Move Scout #1 west and grenade the barricade.

Past turn 1, I'm pretty sure enemy mortar locations are random. You might want
to reload if you get a bad one.

Turn 2:
CP1: Move Alicia through the trolley, grenade the crouching leader shock on the
NW base, then take the trolley again and head downhill.
CP2-3: Move Largo through the trolley, destroy the md tank radiator from above,
then take the trolley back.
CP4-6: Move Scout #1 through the trolley, activate the elevator, take the
elevator down and kill both shocks, capture the NW base, then grenade the NW
bridge.

Turn 3:
CP1-3: Fire at the tank radiator with Largo. You can spare all 3 CP/ammo. If
you want a more reliable method, try getting a Royal Sniper reward and killing
it in 3-4 CP.
CP5-8: Move Alicia down the ramp, grenade the sandbags around the lancer near
Trench C (don't hit the lancer itself), then kill the scout and both shocks and
activate the north base elevator.
CP9-10: Send Scout #2 down the north base elevator, head east, kill the scout
leader, ride the trolley, activate the east base elevator, then kill the sniper
ace. Move through the east base elevator then north base elevator and end on
the lift to the Bridge 04 elevator.
CP11-12: Move Cherry down the north base elevator, up the Bridge 04 elevator,
grenade the scout leader then kill it, then hide out of LoS.
CP13-15: Send Rosie through the north elevator then take Bridge 04 elevator,
kill the two crouched lancers, then end out of LoS.
CP16: Send Shock to kill the crouched lancer near Bridge 02.

Turn 4:
CP1-2: Have Rosie destroy the remaining tank by firing at its radiator.
Clean up any remaining enemies and finish. I could have been more CP efficient
on this turn but I already had tons of CP to spare so w/e. Prob. could have one
shot the last tank with Salinas w/ tank lover. 7 CP spare






[B17] Skirmish 5 "Upper Fouzen" Normal
3 turns

Similar to Chapter 10b. The ace is replaced with a normal sniper, no mortar
bombardments, no train, and you get 2 extra CP. With no train on the map you're
only limited by how fast you can kill the tanks and activate the elevators.
Take advantage of the lack of train IF by activating the north base elevator on
turn 2 instead of 3, allowing for a 3 turn clear.

Deployment:

     8
1 4 7
 2 5
3 6

1: Alicia - Gallian-1R
2: Largo
3: Scout #1 - Gallian-1R
4: Scout #2 - Gallian-1R
5: Scout #3 - Gallian-1R
6: Shock - Mags M1R
7: Cherry - Gallian-1R
8: Rosie - ZM MP 3(g)

Classes used: Scout, Lancer, Shock, Edelweiss
CP used: 33 CP/19 kills

Turn 1:
CP1-2: Move Edelweiss west and mortar the shock then back off.
CP3: Move Alicia west, kill the shock.
CP4: Move Scout #1 west, grenade the barricade.
CP5-7: Move Alicia through the trolley, activate the elevator, and kill both
shocks.
CP8-9: Move Largo west.

Turn 2:
CP1: Move Alicia through the trolley then down the ramp and grenade the lancer.

CP2-4: Move Largo through the trolley then destroy both md tanks. Can miss 1
shot.
CP5-7: Move Scout #1 downramp, kill the lancer, move east across Bridge 02,
kill the north shock, activate the north base elevator, then kill the shock
near the elevator.
CP8: Send Rosie to kill the crouched lancer near the elevators.
CP9-10: Send Scout #2 to kill the scout leader in between the two buildings,
then take the bridge 04 elevator and kill the SE shock.
CP11-12: Send Scout #3 to kill the SE sniper, then grenade the SE bridge.

Turn 3:
CP1: Move Alicia north and kill the reinforcement lancer.
CP2-3: Move Scout #2 up the Bridge 04 elevator and grenade then kill the scout
leader.
CP4-5: Send Rosie through the Bridge 04 elevator to kill both of the crouched
lancers.
CP6-9: Move your other scouts up the Bridge 04 elevator then destroy the md
tank w/ team attacks. Or just try to get a lancer up there.
CP10-12: Kill the remaining crouched shock then finish.

Alternately, you can kill all crouched enemies on turn 3 using the Shamrock.





[B18] Chapter 11 "The Marberry Shore"
4 turns
http://www.youtube.com/watch?v=4pYjzSagUn8&list=PL4C5E8738747EB7D2

This is the first mission with smoke grenades and an emphasis on using the
Edelweiss's arsenal. Instead of scouts assisted by a lancer, they'll be
assisted by a shock this time.

Deployment:

West Team:

1: Ted - Gallian-1R

East Team:

1
23
 4

1: Nancy - Gallian-1R
2: Alicia
3: Rosie
4: Largo

Wendy - ZM MG 3(g)

Classes used: Scout, Shock, Edelweiss
CP used: 37 CP/21 kills

Turn 1:
CP1-4: Move the Edelweiss NW, drop a smoke grenade, then continue NW and kill
the east scout with a mortar. Move into targeting mode with the anti-armor
weapon selected to see where you're going through the smoke.
CP5-6: Move Nancy and Ted NE, attack the crouched shock.
CP7: Deploy Wendy at base.

Enemy shock should leave its crouched position and stop when your scouts IF.

Turn 2:
CP1-6: Move the Edelweiss NW. Push the west scout ahead and get it killed by
IF. Throw a smoke grenade near the north base, then destroy the md tank's
radiator, then mortar the left gatling bunker.
CP7: Move Wendy N, kill shock along the way.
CP8: Move Ted N, kill west shock, then end near crouching east shock.
CP9: Move Wendy N, kill east shock w/ team attack and continue N.
CP10: Move Nancy N, destroy east ragnite canister, then move NE through the
smoke and make the crouched leader shock on north base face SE.
CP11: Move Ted N, kill south crouched scout w/ team attack, then move west
around the heavy tank and get close to crouched leader shock.
CP12-13: Move Wendy N, kill crouched scout then crouched leader shock w/ team
attack.
CP14: Have Nancy trigger Good Buddy, team attack heavy tank, end facing scout
on west base. (Lebowski's suggestion about using team attack on the tank)

Enemy deployment requests are random.

Turn 3:
CP1-2: Drop a smoke grenade on the west invulnerable guns.
CP3: Move Ted forward and kill the scout w/ team attack.
CP4-5: Move Nancy forward, kill the shock leader then capture the west base,
then move into the base and grenade the crouched shock.
CP6: Move Ted into base, kill shock w/ team attack.
CP7: Move Ted west around building corner.

Enemy shock and ace should move and face Ted, md tank should move NE.

Turn 4:
CP1: Kill shock with Ted.
CP2: Shoot at scout behind ace with Ted, make ace turn around.
CP3: Kill ace.
CP4: Kill scout.
CP5-6: Move Nancy around, proc Good Buddy and destroy heavy.
CP7-9: Destroy md tank, capture. 11 CP spare






[B19] Chapter 12 "The Fight for Bruhl"
2 turns
http://www.youtube.com/watch?v=Bk32IStc4EQ&list=PL4C5E8738747EB7D2

Alternate
http://www.youtube.com/watch?v=KgOxVoxo3-I&list=PL4C5E8738747EB7D2

Another scout rush stage. This is more difficult than it appears to clear in 2
turns while killing everything.

Deployment:

123X
456X

1: Largo - Lancaar M1R
2: Nancy - ZM Kar 3(g)
3: Ted - Gallian-1R
4: Alicia - Gallian-1R
5: Rosie - ZM SG 3(g)
6: Sniper - GSR-1R

Classes used: Scout, Lancer, Sniper
CP used: 22 CP/20 kills

Turn 1:
CP1: Snipe the east shock.
CP2-3: Move Alicia north, kill scout leader, then continue NE to kill the
shock.
CP4: Move Ted north and kill sniper on roof.
CP5-6: Move Nancy north, proc Good Buddy, grenade sniper leader and shock, then
continue north to kill sniper on mid base.
CP7: Move Ted north, kill sniper near mid base.
CP8-10: Use Largo to proc Veggies 3x and destroy md tank. End hidden in grass.

Turn 2:
CP1: Use Ted to kill the shock near south AT.
CP2: Use Alicia to kill south AT w/ team attack then move next to mid AT.
CP3: Use Ted to kill the sniper near south AT.
CP4: Use Alicia to kill sniper on west roof.
CP5: Use Nancy to destroy mid AT.
CP6: Use Ted to destroy shock/lancer leader sandbag.
CP7: Use Nancy to kill shock and lancer leader.
CP8-9: Kill both snipers on the windmill.
CP10-11: Grenade and kill ace.
CP12: Destroy AT cannon and capture. 2 CP spare. On skirmish 7 you should be
able to kill the generic sniper and AT cannon on base with 1 CP.





[B20] Skirmish 6 "Marberry Shore" Normal
4 turns

Similar to Chapter 11, except enemies have higher stats and you have access to
better weapons. The ace is replaced by a generic shock. You can't kill the
scout on turn 1 with a mortar anymore, its HP is too high.




[B21] Chapter 13 "The Clash at Naggiar"
3-4 turns
http://www.youtube.com/watch?v=mcSpasL0Oas&list=PL4C5E8738747EB7D2

As you might expect, scouts play a heavy role in this mission. 3 turning this
takes quite a bit of luck, so don't be afraid to go for a slower more reliable
4 turns if you don't care about turn counts that much.

Deployment:

West Team:

1  2
 3X

1: Alicia
2: Scout
3: Sniper

East Team:

1  2
 34

1: Melville - ZM Kar 3(g)
2: Scout
2: Rosie
3: Largo

Classes used: Scout, Lancer, Sniper
CP used: 28 CP/25 kills

Turn 1:
CP1-2: Move Sniper up the left ladder, snipe the first scout from behind LoS at
ground level, then the 2nd scout from the top of the guard tower. Climb down
and end in the trenches.
CP3-4: Move Alicia through the west path, kill the west shock in the ditch.
Continue north and make the ace face SW, then move NE kill the shock next to
the ladder.
CP5-6: Move Cherry through the west path, kill the shock at the start of the
2nd trenches. Continue up the ladder and grenade the ace.
CP7: Use Alicia to kill the ace.
CP8: Use Cherry to shoot the ragnite canister.

Turn 2:
CP1-2: Use Cherry to grenade the crouched shock leader on the west base, climb
down the west ladder, then climb up the east ladder and kill it. Proceed east.
CP3-4: Move Alicia east, team attack the shock to the east, then proceed south
to the guard tower and shoot the ragnite canister behind the east gatling. End
near the mid base.
CP5: Use Cherry to kill the remaining shock in the west trench.
CP6: Snipe the far scout on the east side of the map.
CP7-8: Move Scout north through the east trench and kill the scout, then kill
the westmost shock in the trench.
CP9-10: Move Melville north through the west trench and kill the shock next to
the bunker, then the leader shock.
CP11: Deploy lancer at west base.

If you want to 4 turn it, deploy the lancer from the middle base on turn 3,
then get up close to the radiator.

Turn 3:
CP1: Use Scout to kill the remaining east shock then move into the mid base
making both shocks face SE.
CP2: Move Cherry into base, grenade both shocks.
CP3: Move Melville into base, proc trooper killer, kill both shocks, capture
base.
CP4: Lance heavy tank. (can afford 1 miss)
CP5: Move Scout into base, kill east shock.
CP6: Move Alicia into base, kill east scout.
CP7: Move Melville into base, proc trooper killer, kill shock on base and west
scout.
CP8: Move Alicia down ladder into trench, attack/kill shock in trench. (can
shoot twice)
CP9: Kill remaining shock and capture. 2 CP spare




[A04] Report 4 "War Without Weapons"
3 turns
http://www.youtube.com/watch?v=YyuERjoUykY&list=PL4C5E8738747EB7D2

Deployment:

1  23
 45  X
X   6

1: Alicia
2: Sniper
3: Scout #1
4: Rosie
5: Scout #2
6: Largo

Classes used: Scout, Lancer, Sniper, Shock, Shamrock
CP used: 21 CP/17 kills

Turn 1:
CP1-4: Move Shamrock north to destroy both md tanks.
CP5-6: Snipe the lancer and sniper standing around.
CP7-9: Kill the crouched shock and sniper near your base.

Turn 2:
CP1-2: Move Shamrock NE, run over the two crawling shocks, then mortar the
crawling lancer.
CP3: Move Shock north, kill both shocks that the Shamrock ran over.
CP4-5: Move Alicia north, grenade the ace in the grass from above the hill,
then get around behind and headshot. Continue to kill the mortared lancer. At
this point you should have enough kills for the remaining enemy shocks to start
retreating.

Turn 3:
Finish off all of the shocks that are now standing around trying to retreat
north. Lots of CP to spare.





[B22] Chapter 14 "Loss Within Victory"
3 turns
http://www.youtube.com/watch?v=gGCrhr--upY&list=PL4C5E8738747EB7D2

This is a bit of a strange map where you need to kill a bunch of reinforcements
before they get a chance to do anything. That means getting around behind tank
radiators and such before they spawn, and lots of running around.

Improvements: Finished in 3 turns instead of 4. It's more difficult if you
don't use a mortar support order on the enemy snipers, because hauling your own
sniper onto the roof costs a lot more CP.

If you for some reason don't want to use the Shamrock's flamethrower, you will
have to either use orders to kill the enemy snipers, or take 4 turns to
finish.

Deployment:

X12
XX3

1: Scout
2: Marina
3: Yoko

Classes used: Scout, Lancer, Sniper, Shamrock
CP used: 33 CP/17 kills

Turn 1:
CP1-2: Move Largo forward, attack the gatling and ace from behind.
CP3: Move Scout forward, kill the ace from behind.
CP4: Move Largo forward.
CP5: Move Yoko forward, destroy a barricade and continue SE.
CP6-7: Move Shamrock north, flamethrow the gatling/AT, then move SE.
CP8-9: Move Sniper forward.

Turn 2:
CP1-3: Move Largo NE
CP4: Move Scout NE
CP5-6: Move Sniper NE
CP7: Move Yoko SE.

Turn 3:
CP1-4: Move Sniper NE, capture base, snipe one NW lancer, then climb the ladder
and snipe both snipers.
CP5-12: Move Largo NW until he's almost behind the tank spawn point, then kill
one infantry and then blow up the tank.
CP13: Kill two remaining NW enemies w/ scout.
CP14-15: Move Shamrock SE, flamethrow all 6 enemies in one attack.
CP16-17: Kill SE boss w/ Yoko.





[A02] Report 2 "Signs of Awakening"
Objective: Capture enemy Base Flag
2 turns
http://www.youtube.com/watch?v=IaxB1-bhMQY&list=PL4C5E8738747EB7D2

Deployment:

  1
 4
6 2
 5
  3

1: Largo
2: Rosie
3: Scout #1
4: Scout #2
5: Sniper

Classes used: Scout, Sniper, Shock, Lancer
CP used: 19 CP/20 kills

Turn 1:
CP1: Snipe the scout near your base, then retreat.
CP2: Move Rosie east, up the ladder, grenade the barricades.
CP3: Move Cherry east, up the ladder, kill the engineer.
CP4-5: Move Alicia around and attack the light tank, then kill both scout and
engineer in one attack and head north.
CP6-7: Move Largo east and destroy the tank, then head west and climb the
ladder.
CP8-9: Use Melville to kill both lancers near Edelweiss then move east to the
ladder.

Turn 2:
CP1: Use Melville to grenade the west group.
CP2-4: Use Alicia and Melville to kill the lone crouched shock and east group
using team attacks.
CP5-6: Use Alicia and Rosie to grenade then kill the south group.
CP7: Send Largo around to hit tank radiator.
CP8-10: Take out the four shocks in the base and capture.






[A03] Report 3 "What Lies Beyond Hate"
1 turn
http://www.youtube.com/watch?v=IaxB1-bhMQY&list=PL4C5E8738747EB7D2

Same as before, pick off some enemy scouts.






[A05] Report 5 "Flower of the Battlefield"
4 turns
http://www.youtube.com/watch?v=SNPWZS8FzEs&list=PL4C5E8738747EB7D2

Deployment:

12

1: Shock
2: Scout

Classes used: Scout, Shock, Lancer, Edelweiss
CP used: 24 CP/20 kills

Turn 1:
CP1-2: Hide the Edelweiss west of the tents.
CP3: Move Shock NW in grass.
CP4: Move Largo N in grass.
CP5-6: Move Rosie and Scout NE, grenade and kill lancer in grass, then hide in
grass.

Turn 2:
CP1: Use Largo to destroy the md tank.
CP2-6: Move Shock NW, kill the shock, scout in grass, all 4 enemy shocks, and
sniper in grass.

Turn 3:
CP1-2: Use Largo to destroy both tanks.
CP3: Use Rosie to kill both generic shocks.
CP4: Use Scout to kill the shock leader.
CP5-6: Use Rosie to kill both scouts.

Turn 4:
CP1-4: Kill both lancers crouched in grass.
CP5: Kill engineer.
CP6: Kill NE sniper.






[B23] Skirmish 7 "Windmill Plaza" Normal
2 turns (have not actually completed this map yet)

Deployment:

123X
456X

1: Largo - Lancaar M3R
2: Nancy - ZM Kar 4(g)
3: Ted - Gallian-3R
4: Alicia - Gallian-3R
5: Rosie - ZM SG 4(g)
6: Sniper - GSR-3R

Classes used: Scout, Sniper, Lancer
CP used: 20 CP/20 kills

The ace tank is replaced with a md tank and the ace sniper is replaced with a
generic sniper. You get 10CP instead of 12, so you only have 20 CP to finish in
2 turns instead of 24. With 4 less CP this scenario is more difficult to 2 turn
than Ch 12.

Turn 1:
CP1: Snipe the east shock.
CP2-3: Move Alicia north, kill scout leader, then continue NE to kill the
shock.
CP4: Move Ted north and kill sniper on roof.
CP5-6: Move Nancy north, proc Good Buddy, grenade sniper leader and shock, then
continue north to kill sniper on mid base.
CP7: Move Ted north, kill sniper near mid base.
CP8-10: Use Largo to proc Veggies 2x and destroy md tank. End hidden in grass.

Turn 2:
CP1: Use Ted to kill the shock near south AT.
CP2: Use Alicia to kill south AT w/ team attack then move next to mid AT.
CP3: Use Ted to kill the sniper near south AT.
CP4: Use Alicia to kill sniper on west roof.
CP5: Use Nancy to destroy mid AT.
CP6: Use Ted to destroy shock/lancer leader sandbag.
CP7: Use Nancy to kill shock and lancer leader.
CP8-9: Kill both snipers on the windmill.
CP10: Kill sniper and AT at base w/ team attack and capture. Nancy should be
able to kill the sniper without grenading the sandbags, and Alicia and Ted
should be able to destroy the AT cannon with their support attack. 0 cp spare





[B24] Chapter 15a "Citadel Ghirlandaio, Fight for Ghirlandaio"
4 turns
http://www.youtube.com/watch?v=A2hKt__5vYo&list=PL4C5E8738747EB7D2

Deployment:

West Team:

1
23
 4

1: Alicia
2: Ted
3: Largo
4: Rosie

East Team:

1
XX
 X

1: Nancy

Classes used: Scout, Lancer, Shamrock
CP Used: 48 CP/20 kills

Turn 1:
CP1-4: Move Shamrock north, get the shock killed by IF, then shoot gatling
turret, then break the crouched lancers sandbag, then destroy the md tank.
CP5-6: Kill the west scout in grass w/ Alicia and Ted.
CP7: Move Nancy north, kill the lancer, capture the base and activate the first
switch, then move west.
CP8-11: Move Ted/Nancy west then north, destroying the middle md tank.

Enemy reinforcement requests and mortars are random and can ruin a 4 turn
attempt.

Turn 2:
CP1-3: Move Ted/Nancy east, destroy the north md tank using good buddy, then
capture both north bases while killing the sniper leader along the way.
CP4-5: Move Shamrock SE, kill crouched scout.
CP6-7: Move Alicia east, attacking the ace tank from the guard tower then
killing the shock in the trench. End crouched on the south end of the trench to
attract the ace scout's attention.
CP8-12: Retreat Largo. Deploy Largo and Jann left side. Deploy two lancers
right side.

Turn 3:
CP1-8: Take out left bunker. Take out right bunker.
CP9-10: Use Shamrock to kill ace scout. It is possible to knock the ace out of
the grass and have it stand up facing away from the Shamrock for a behind
headshot.
CP11: Use Nancy to kill ace tank w/ team attack.
CP12: Use Alicia to kill shock leader on mid base.
CP13: Use Nancy to kill heavy gatling w/ team attack, then hit the 2nd switch
and capture the mid base.

Turn 4:
CP1-8: Take out mid left bunker. Take out mid right bunker.
CP9: Kill shock in trench.
CP10-11: Grenade and kill crouched shock leader, then hit the last switch.





[B25] Chapter 15b "Citadel Ghirlandaio, Selvaria's Last Stand"
3 turns
http://www.youtube.com/watch?v=VgOuPs6W2No&list=PL4C5E8738747EB7D2

Deployment:

1357
2468

1: Lancer (3 turn only)
2: X
3: Alicia
4: Largo
5: Noce
6: Ted
7: Rosie
8: Nancy

Classes used: Scout, Shock, Lancer, Edelweiss
CP Used: 36 CP/21 kills

3 turn strat. See below for more reliable 4 turn strat.

Turn 1:
CP1-2: Fire smoke grenade on Selvaria.
CP3: Have Rosie kill crouched shock.
CP4-5: Have Lancer destroy heavy gatling, then move north and destroy heavy
tank radiator.
CP6-7: Destroy md tank with Largo + veggies, hide him behind the wreckage.
CP8-12: Move Nancy and Ted up east path, kill shock on steps and sniper leader,
then team attack the heavy gatling, activate the lift switch, capture SW base,
then end out of LoS.

Turn 2:
CP1-2: Fire smoke grenade at Selvaria then head for east elevator.
CP3-7: Move Alicia and Noce up west path, kill shock on steps and sniper
leader, then team attack the crouched shock (must do this in 2CP), activate the
lift switch, grenade crouched lancer, then end out of LoS.
CP8-10: Continue Ted and Nancy along east path, kill sniper and team attack
next heavy gatling. Hide out of LoS of heavy tank.

Turn 3:
CP1-2: Move Edelweiss through the east lift and fire smoke grenade at
Selvaria.
CP3-5: Move Nancy north, capture NE flag, kill reinforcement shock, kill both
snipers, and open both gates.
CP6-7: Move Edelweiss through east gate and destroy heavy tank.
CP8-9: Move Noce and Alicia north, killing the west lancer and scout along the
way.
CP10-11: Move Alicia NE, kill the mid tank destroyer.
CP12-13: Move Noce NW, kill the west tank destroyer w/ Nancy.
CP14: Finish off Selvaria w/ Alicia + Noce team attack.

4 turn strat (more reliable)

Do not deploy the lancer in position 1.

Turn 1:
CP1-2: Fire smoke grenade on Selvaria.
CP3: Have Rosie kill crouched shock.
CP4-5: Send Shamrock NW to destroy heavy tank.
CP6-7: Destroy md tank with Largo + veggies, hide him behind the wreckage.
CP8-12: Move Nancy and Ted up east path, kill shock on steps and sniper leader,
then team attack the heavy gatling, activate the lift switch, capture SW base,
then end out of LoS.

Turn 2:
CP1-2: Fire smoke grenade at Selvaria then head for east elevator.
CP3: Send Largo to kill west heavy gatling.
CP4-9: Move Alicia and Noce up west path, kill shock on steps and sniper
leader, then team attack the crouched shock (may use 3 CP for this), activate
the lift switch, grenade crouched lancer, then end out of LoS.
CP10-12: Continue Ted and Nancy along east path, kill sniper and team attack
next heavy gatling. Hide out of LoS of heavy tank.

Turn 3:
CP1-2: Move Edelweiss through the east lift and fire smoke grenade at
Selvaria.
CP3-5: Move Nancy north, capture NE flag, shoot at reinforcement shock,
grenade/kill the snipers, and open both gates.
CP6: Kill reinforcement shock with Ted.
CP7: Deploy lancer at NE base.
CP8-9: Move Noce and Alicia north, killing the west lancer and scout along the
way.
CP10-11: Move Alicia NE, kill the tank destroyer.
CP12: Move Noce NE, capture base/finish off any snipers.

Selvaria will run to the NW or NE corner during 3EP. She won't fire on anyone
unless they IF her, so face your units in her path against walls so they don't
fire on her and take a counterattack.

Turn 4:
CP1: Destroy heavy tank w/ lancer.
CP2-3: Destroy tank destroyer.
CP4: Finish Selvaria with a team attack. Use smoke if needed. You have lots of
CP remaining for any enemies left.





[B26] Chapter 16 "The Maiden's Shield"
8 turns
No video

The objective of this mission is to cause landslides to block off the path
towards the capital.  Hit the 2 Ragnite canisters by the Old Kloden Road gates.
 This should divert the Marmosa southeast into the Garrison.  Next, hit the 2
ragnite canisters at the SE end of the map on Kloden Highway.  This should
divert the Marmosa south into the trap.  Those are the only 4 you need to hit,
don't hit any others or you'll just slow it down and miss the A rank.

Turn 1:
CP1-2: Move Shamrock over the Edelweiss's radiator.
CP3-4: Have Edelweiss fire a smoke grenade on the Marmosa, turn 180 to face the
Marmoda, and move south backwards. Note - it is possible to time it so the
enemy doesn't get off any IF, so you don't really need to use the Shamrock.
CP5-6: Move Shamrock south while facing the Marmosa.
CP7-8: Move Alicia south, kill lancer.

Turn 2 onward: Keep driving backwards while killing everything with Alicia and
hitting the 4 ragnite targets. Very easy stage.





[B27] Skirmish 8 "Naggiar Plain" Normal
3 turns (have not actually completed this map yet)

There's no more aerial bombardment, you get your tanks at the start of the
mission, the ace has been removed, some leader positions have been swapped, the
shock near the east bunker is now crouched, and there are two Tank Destroyers
added mid field. Despite having both tanks at the start, you still only get 10
CP. There are 26 enemies to kill, not counting any reinforcements, which I'm
pretty sure is the highest of any VC map.

You save 2 CP by not having to kill the ace, but the two tank destroyers and
newly crouched shock more than make up for it. I finished this with a scant 1
CP instead of 2 CP like on Chapter 13.

Deployment:

West Team:

1  2
 3X

1: Alicia
2: Scout
3: Sniper

East Team:

1  2
 34

1: Melville - ZM Kar 3(g)
2: Nancy
2: Rosie
3: Largo

Classes used: Sniper, Scout, Lancer
CP Used: 29 CP/26 kills

Turn 1:
CP1-2: Move Sniper up the left ladder, snipe the first scout from behind LoS at
ground level, then the 2nd scout from the top of the guard tower. Climb down
and end in the trenches.
CP3: Move Cherry through the west path, kill the west shock in the ditch, then
end near the west Tank Destroyer's radiator.
CP4: Move Alicia through the west path, destroy the Tank Destroyer w/ team
attack, then proceed N.
CP5: Move Cherry NE, kill the shock at the start of the 2nd trench.
CP6-7: Move Alicia NE, kill the shock near the ladder, then climb the ladder
and shoot the ragnite canister.

Turn 2:
CP1: Use Cherry to grenade the crouched shock leader on the west base, climb
down the west ladder, then proceed east.
CP2: Move Alicia up the east ladder, kill the shock, then proceed east.
CP3-4: Move Alicia east, team attack the shock to the east, then proceed south
to the guard tower and shoot the ragnite canister behind the east gatling. End
near the mid base.
CP5: Use Cherry to kill the remaining shock in the west trench then proceed
east.
CP6: Snipe the far scout on the east side of the map.
CP7: Move Scout north through the east trench and kill the scout, then move
west near the Tank Destroyer radiator.
CP8: Move Melville north, destroy the Tank Destroyer w/ team attack, then
proceed N.
CP9: Move Nancy N, kill the east shock.
CP10: Move Melville N, grenade the shock on the east base.
CP11: Move Nancy N, kill the shock on east base.
CP12: Use Melville to kill the west shock.
CP13: Deploy lancer at west base.

Turn 3:
CP1: Use Nancy to kill the remaining east shock then move into the mid base
making both shocks face SE.
CP2: Move Cherry into base, grenade both shocks.
CP3: Move Melville into base, proc trooper killer, kill both shocks, capture
base.
CP4: Lance heavy tank. (can afford 1 miss)
CP5: Move Scout into base, kill east shock.
CP6: Move Alicia into base, kill east scout.
CP7: Move Melville into base, proc trooper killer, kill shock on base and west
scout.
CP8: Move Alicia down ladder into trench, attack/kill shock in trench.
CP9: Kill remaining shock and capture. 1 CP spare





[B28] Chapter 17 "The Bridge to Hope"
4 turns
http://www.youtube.com/watch?v=FKPgWIm0az0&list=PL4C5E8738747EB7D2

Deployment:

NE Team:

1
2

1: Yoko
2: Largo

W Team:

12

1: Nancy - ZM Kar 5(g)
2: Ted - ZM Kar 4(g)

SE Team:

1 2
 34

1: Alicia
2: Jann
3: Rosie
4: Sniper

Classes used: Scout, Lancer, Sniper, Edelweiss
CP Used: 39 CP/21 kills

Turn 1:
CP1: Snipe SW base scout.
CP2: Move Ted NW, kill shock on mid base, then move into crouched scout's
attack range while ending before it IFs.
CP3: Move Nancy NW, kill crouched scout using team attack (good buddy not
necessary), proceed to SW base.
CP4: Move Ted to SW base, grenade sandbags near the N crouched shock on the SW
base, then end near the ace.
CP5: Move Nancy to SW base, proc good buddy and kill ace w/ team attack, then
end near north building facing SW base.
CP6: Have Ted kill N shock on SW base, then move next to Nancy.
CP7: Move Alicia W, kill SE shock in between buildings, then end near SW base
out of LoS.
CP8-9: Back Edelweiss out of LoS behind the buildings while nudging Yoko out of
enemy LoS. You can make a lucky shot on the AT Cannon on the NE roof if you
want, but it's not necessary.

Deployments and smoke grenades are random. For this run it's ideal if two
reinforcements are on the SW base and one is on the middle or NE bases. It
doesn't matter what smoke he fires.

Turn 2:
CP1-2: Use Alicia to grenade and kill the shock on SW base, then capture.
CP3: Deploy Lancer at SW base.
CP4: Move Nancy NW, fire at NW tank's radiator.
CP5: Move Ted NW, fire at NW tank's radiator.
CP6: Use Nancy to proc good buddy then team attack NW tank's radiator and
destroy it.
CP7: Use Ted to grenade shock from the corner wall fragment on the NW base, end
out of LoS.
CP8-9: Use Nancy to grenade the shock while breaking the lancer's sandbags,
then kill the lancer, capture base, and end out of LoS next to Ted.

If you have captured 2 or more enemy bases by 2EP, Jaeger will retreat west
instead of advancing east. This is bad if you're trying to 4 turn it. Once
Jaeger moves east on 2EP, he'll keep moving east even if you cap all the bases
on turn 3.

Turn 3:
CP1: Use Lancer to destroy S heavy tank.
CP2: Move Yoko NW, attack boss. In the video I fired on the AT cannon but later
I thought it'd be more reliable to attack the boss and kill the AT cannon on
turn 4.
CP3: Move Alicia N, grenade crouched sniper, then capture mid base and end out
of LoS.
CP4: Use Ted to capture NW base, move east and kill shock reinforcement, then
around behind the NE building and up the ladder.
CP5: Move Nancy up NE building rear ladder, double kill the lancer and sniper,
then end near the AT on the roof.
CP6: Move Ted NE, destroy AT on roof w/ team attack. If you destroyed it with a
lucky Edelweiss hit on turn 1, skip this.
CP7: Move Yoko NW, destroy heavy tank.
CP8-10: Kill both shocks on NE base, capture, retreat or hide out of LoS.
CP11: Have Yoko attack boss, and then hide or retreat.
CP12: Deploy Lancer

Turn 4:
CP1-9: Destroy boss using your lancers. Might be able to save some CP using an
Engineer to resupply Largo/Jann.





[B29] Chapter 18a "Shadow of the Valkyrur, Marmota's End"
4 turns
http://www.youtube.com/watch?v=c0jac-L2D4U&list=PL4C5E8738747EB7D2

Some ladder climbing and other repetitive things have been edited out of the
video. This was a first attempt, could definitely go back and improve some
things, mainly on turns 3-4. Finishing in 3 turns seems theoretically possible,
but I haven't tried it.

Deployment:

  1
 2 3
4 5 6
7   8

1: Rosie
2: Largo
3: Engineer
4: Jann
5: Lancer #1
6: Lancer #2
7: Sniper
8: Alicia

The most immediate threats on turn 1 are the gatling turrets, AT cannons, and
nearby lancers. A smoke grenade can provide cover for your lancers to get up
close and take out the turrets and cannons, while Alicia and a sniper can take
care of the infantry threats. The sniper and lancer inside the hatch are
threats, but you can safely LoS or outrange them with good positioning.

Classes used: Scout, Lancer, Sniper, Engineer, Shock, Edelweiss, Shamrock
CP Used: 39 CP/22 kills

Turn 1:
CP1-2: Use Edelweiss to fire smoke grenade in front of the turrets, while also
covering your 3 frontmost deployments.
CP3-4: Use Lancer #1 to kill the west and middle gatling turrets, end hiding in
the corner near the damaged plating.
CP5: Use Sniper to kill the SW lancer then retreat.
CP6: Use Alicia to kill the NE lancer then exit and re-enter smoke to recloak.
CP7-8: Fire on the two 2500 HP cannons with Jann and Lancer #2, end hiding in
the corner near the damaged plating.
CP9-10: Use Largo to proc Veggies on a ladder then destroy both 2500 HP
cannons, end near the other lancers.

On turn 2 you mainly want to clean up the infantry on the west side of the map
while breaking the damaged plating and moving onto the Marmota's upper deck.

Turn 2:
CP1: Destroy east gatling turret.
CP2: Destroy damaged plating.
CP3-4: Use the Shamrock to kill the 3 shocks (flamethrower not necessary).
Would use Rosie if she had better deployment/weapon.
CP5-6: Use Alicia to double kill the sniper and lancer, then make the shock on
the ramp face south and kill it.
CP7: Move Engineer to the upper deck then kill the other shock.
CP8-10: Move your lancers up and start attacking the 3200 HP cannons.

Shock reinforcement from the SW corner.

Turn 3 is a mix of attacking the Marmota and preparing for the annoying sniper
and lancer reinforcement. Your lancers on the Marmota upper deck are vulnerable
to sniper fire, there's pretty much nowhere to hide up there unless you fire a
smoke grenade. It might be possible to IF the sniper before it can shoot, but I
didn't have much luck.

Turn 3:
CP1: Move Rosie out of LoS if needed.
CP2-3: Destroy the 3200 HP cannons.
CP4-5: Destroy both heatsinks.
CP6-8: Attack the Valkof lance.
CP9-10: Fire smoke grenade on upper deck to hide from incoming reinforcements.
Could try to IF the sniper reinforcement before it can fire but I didn't have
much luck.

Sniper reinforcement from the SW corner, and lancer reinforcement from the
Marmota's rear hatch. Everyone should be hiding or in smoke cover.

Turn 4 is pretty simple, just clean up any remaining infantry and destroy the
Valkof lance.

Turn 4:
CP1-2: Kill any remaining infantry.
CP4-10: Finish off the Valkof lance.


Ch 18a in 3 turns seems theoretically possible, but I haven't tried it. Here's
the breakdown (30 CP total):

5 CP - Hit damaged plating, kill both shocks, and destroy heatsinks
3 CP - 3x gatling turrets
2 CP - 2x 2500 hp cannons
4 CP - 2x 3200 hp cannons
8 CP - Valkof lance
6 CP - all shocks/lancers/sniper
2 CP - turn 1 smoke grenade




[B30] Chapter 18b "Shadow of the Valkyrur, Final Showdown"
2 turns
http://www.youtube.com/watch?v=ZXcHiJv0bQ8&list=PL4C5E8738747EB7D2

Deployment:
Alicia, Largo, Rosie, Shock(s), Lancer(s), Sniper(s)

The towers that activate are random, these are general strategies.

Classes used: Scout, Lancer, Shock, Sniper, Edelweiss

Turn 1:
CP1: Snipe far tower(s).
CP2-3: Drop smoke in front of Maximilian, but not on top of him. Use Edelweiss
to block tower guns if needed.
CP4-5: Use lancers to destroy two other towers.
CP5+: Use a shock to fire at Max from inside the smoke, then exit and recloak
before ending turn. Use potential procs to increase damage if needed.

After taking some damage Max will teleport to the back of the map. On enemy
phase he should walk forward with nothing to target and end close to where he
started on turn 1.

Turn 2:
Repeat the same steps. Just keep aiming at Max from inside smoke with a shock.
Use potential procs to increase damage if needed.




[B31] Skirmish 9 "East Bank of Vasel" Normal
3 turns (have not actually completed this map yet)

The objective is now to capture a base at the west end of the map, the A Rank
requirement is 3 turns, and you only get 8 CP instead of 10. The ace is gone,
there's a leader shock on the west base, and the boss tank has been replaced
with a regular heavy tank. Obviously no free smoke grenades from the boss,
either.

You only get 24 CP to clear 20 enemies in 3 turns, including 4 heavy tanks and
8 crouched infantry. I decided to switch things up and take the NE base first
instead of the SW.

Deployment:

NE Team:

1
2

1: Audrey - Theimer M20R
2: Nancy - ZM Kar 5(g)

W Team:

12

1: Salinas - Mags M30R
2: Ted - ZM Kar 4(g)

SE Team:

1 2
 34

1: Musaad - Gallian-S20R
2: Largo
3: Alicia - Gallian-S20R
4: Rosie

Classes Used: Lancer, Scout, Shock


Turn 1:
CP1-2: Move Yoko NW, destroy AT on mid base and heavy tank.
CP3: Move Nancy NW and double kill lancer and sniper on NE roof.
CP4: Move Ted NW, destroy AT on roof w/ Nancy. End below ladder.
CP5-6: Have Nancy proc Good Buddy and kill both shocks w/ Ted.
CP7: Move Salinas W, kill SE shock.

You can't afford any enemy reinforcements arriving on NW base.

Turn 2:
CP1: Move Alicia W, kill scout on SW base.
CP2: Use Nancy to cap NE base, move SW, then kill shock on mid base.
CP3: Move Ted SW, kill scout on mid base, capture, continue SW.
CP4: Move Nancy SW, proc Good Buddy, kill N shock on SW base w/ Ted. Make S
shock on SW base face NW.
CP5: Move Salinas SW, kill S shock on SW base w/ Nancy, cap SW base.
CP6: Destroy SW tank w/ Salinas Tank Lover.

Turn 3:
CP1-3: Destroy W tank.
CP4-6: Destroy NW tank.
CP7-9: Kill lancer, shock, and sniper on NW base. Assuming Sniper doesn't leave
its crouched position next to the shock.
CP10-11: Kill shock on W base, capture.











3. Skirmish Hard Walkthrough

[C01] Skirmish 1 "Outskirts of Bruhl" Hard
2 turns
http://www.youtube.com/watch?v=Rprukk6dB0E&list=PL4C5E8738747EB7D2

This is a tricky mission for a no upgrade/no damage/all kills run. Even the OP
shamrock flamethrower can't one shot enemies anymore w/o upgrades (shocks are
left with 8 HP). No more ultimate damage lancers, either. Lots of tank
maneuvers in this mission.

I don't think I can 1 turn this without taking damage. Instead I'm going for a
2 turn w/o the Shamrock flamethrower to make things more interesting/skillful.
I'll avoid using flamethrower unless absolutely necessary for turncount, such
as Ch 14. I did equip the Shamrock with a gatling turret.

The gatling isn't necessary to complete this scenario, using the Shamrock's
cannon is fine.

Deployment:

56
X4
3X
2
 1

1: Rosie - Mags M30R
2: Alicia - Gallian-S20R
3: Largo - Theimer M20R
4: Audrey - Theimer M20R
5: Knute - ZM Kar 5(g)
6: Susie - Gallian-S20R
Shamrock: Gatling equipped

Classes used: Scout, Shock, Lancer, Engineer, Edelweiss, Shamrock
CP Used: 17 CP/18 kills

Turn 1:
CP1-2: Select Edelweiss, immediately turn right to avoid radiator damage, then
fire a smoke grenade on the tree near the bridge. Shove Dallas SE, then back
into the smoke.
CP3-4: Move Shamrock forward, get shocks/lancers killed with IF, kill the
crouched sniper w/ gatling, then hide back in smoke facing the bridge.
CP5: Use Knute to grenade W crouched sniper leader, disarm mines along the
way.
CP6-7: Use Susie to proc Good Buddy w/ Knute and destroy the two W tanks.
CP8: Use Rosie to destroy the S heavy gatling, recloak.

Turn 2:
CP1-2: Move Shamrock onto the bridge, get as many enemies killed by IF as
possible, and cover up mines. You can get the gatling turret and all 3 shocks
killed by IF and mine explosions if needed, although it will take a while. 

Theoretically you can kill 6 enemies with the Shamrock's 2CP - leave both
gatlings alive, get them killed by IF, get the 3 shocks on the bridge killed by
IF and running over mines, then kill the shock on base. It's not necessary
though since you have plenty of CP to kill the shocks with Rosie.

CP3-6: Use Largo and Lancer to destroy the two E tanks. Proc Veggies twice.
CP7-10: Use Rosie to kill any remaining shocks/crouched sniper and capture.


1 turn no upgrade/all kills w/ damage taken:

Even while taking damage, it's more difficult without Ult. Damage lancers and
upgraded tank weapons.

CP1-2: Use the Shamrock to get as many enemies killed by IF as possible.
CP3: Use Knute to grenade W crouched sniper leader, disarm mines along the
way.
CP4-5: Use Susie to proc Good Buddy w/ Knute and destroy the two W tanks.
CP6-7: Use Largo to proc Veggies to one shot the two E tanks. He must proc both
at the same time to one shot the tanks.
CP8: Use Rosie to kill shock on main base.
CP9: Use Rosie to kill E crouched sniper, capture.




[C02] Skirmish 2 "Vasel Riverside" Hard
2 turns
http://www.youtube.com/watch?v=g_wnIw9QGG0&list=PL4C5E8738747EB7D2

The Shamrock gets to rampage through the streets while making use of its
gatling gun. The gatling tends to be ignored on upgrade runs, but it's pretty
useful on a no upgrade run once the flamethrower can no longer one shot
infantry.

To 2 turn this skirmish took some interesting tank maneuvers. 6 total enemies
were killed by enemy IF.

The gatling isn't necessary to 2 turn this scenario, but it's more reliable at
destroying turrets than the cannon.

Deployment:

1  2 3
    4
X  X 
 56

1: Alicia - Gallian-S20R
2: Ted - Gallian-S20R
3: Nancy - Gallian-S20R
4: Musaad
5: Largo
6: Rosie
Shamrock: Gatling equipped

Classes used: Scout, Shamrock
CP Used: 17 CP/20 kills

Turn 1:
CP1-2: Move Shamrock N, get west shock killed by IF, then kill east shock.
Continue N on east side of ramp.
CP3: Move Ted N, kill shock in corner.
CP4-5: Move Shamrock N, knock standing shock close to sniper, then get both
lancers killed by gatling IF, then destroy AT cannon.
CP6-7: Move Shamrock W, get crouched shock killed by gatling IF, then destroy
gatling.
CP8: Move Nancy N, double kill sniper and shock, end on NE base.

Enemy reinforcements always seem to be 3x at NE base.

Enemy shock near crates should move east and get stopped by Shamrock IF - seems
to be triggered by one of your units standing on NE base.

Turn 2:
CP1-2: Move Shamrock W, get crouched leader shock and injured shock killed by
gatling IF, then destroy gatling, break crouched shock leader sandbag, then
proceed S. You can attempt to double kill the gatling/crouched shock or push
the crouched shock into gatling fire range if needed.
CP3-4: Move Shamrock S, double kill crouched lancer and sniper.
CP5: Use Ted to kill sniper on roof, move into west library passage.
CP6: Use Nancy to kill NW shock, move near Ted.
CP7: Use Nancy to proc Good Buddy and kill west gatling, then move next to AT
on base.
CP8: Move Ted onto base and team attack kill AT on base, then move next to east
gatling.
CP9: Use Nancy to destroy east gatling then capture. 1 CP spare



[C03] Skirmish 3 "Kloden Wildwood" Hard
3 turns
http://www.youtube.com/watch?v=cAs9pqC5x44&list=PL4C5E8738747EB7D2

Back in Kloden with lots of AT cannons pointed at your tanks, and lots of
gatlings facing your scouts. Kloden Wildwood's multiple paths are pretty much
made for scouts to run around in. So it's no surprise that I use pretty much
only scouts, although Rosie and the Edelweiss both get to do something.

Deployment:

 4
15
26
37
 8

1: Ted - ZM Kar 5(g)
2: Nancy - Gallian-S20R
3: Largo
4: Rosie - Mags-M30R
5: Shock - Mags-M30R
6: Scout - Gallian-S20R
7: Alicia - Gallian-S20R
8: Cherry - Gallian-S20R

Classes used: Scout, Edelweiss
CP Used: 24 CP/19 kills

Turn 1:
CP1-2: Move Edelweiss and break the sandbags near the side gate, then move next
to Shamrock and fire smoke to cover both tanks.
CP3: Move Ted W, kill shock, continue W.
CP4: Move Nancy W, kill gatling w/ Good Buddy.
CP5: Use Nancy to destroy W tank destroyer w/ Good Buddy.
CP6: Move Ted forward, destroy next tank destroyer w/ team attack, then move
next to engineer while facing the remaining tank's radiator.
CP7: Move Nancy forward, proc Good Buddy, then destroy last tank destroyer and
kill engineer w/ team attack.
CP8: Move Alicia south along path and attack AT on hill.
CP9: Move Cherry south along path and destroy AT on hill.

Shock by W gate moves W. Lancer in base moves next to broken sandbags near side
gate.

Turn 2:
CP1-2: Move Alicia through base, kill shock in base, continue east and grenade
lumber pile, then move uphill and end near AT cannons.
CP3-6: Move Cherry through base, kill lancer, then continue uphill and destroy
the AT cannons w/ team attacks.
CP7: Use Alicia to destroy east gatling in base.

Shock should get itself killed moving W towards your base.

Turn 3:
CP1-4: Move Cherry downhill, destroy both gatlings.
CP5-6: Grenade and kill crouched shock.
CP7-8: Move Alicia west, kill both gatlings, then capture. 3 CP spare







[C04] Skirmish 4 "Barious Desert" Hard
3 turns
http://www.youtube.com/watch?v=65MJgK59WpQ&list=PL4C5E8738747EB7D2

Holy tanks, there's a lot of em on this map. As usual for this skirmish there's
no sandstorm and few places to hide. I think my original strat for this
skirmish is a bit neater. In that one I used lancers, an engineer, a sniper,
and a scout. In this one it's just the shamrock and the ever reliable 3 scout
trio of Alicia, Ted, and Nancy. It's an effective but repetitive strat.

If I wasn't using as many scouts I'd use Largo/Jann/Audrey with damage bonuses
to take the tanks out faster, plus an engineer to resupply. That would likely
take 4+ turns but might be more interesting than yet another scout rush.

Deployment:

West:

   X 1
    2
  X 3
   4

1: Rosie
2: Alicia - Gallian-S20R
3: Scout - Gallian-S20R
4: Largo

East:

5: Ted - Gallian-S20R
6: Nancy - Gallian-S20R

Classes used: Scout, Shamrock
CP Used: 22 CP/20 kills

Turn 1:
CP1-2: Move Shamrock forward (watch out for scout IF), knock shock out of the
way, destroy west light tank, then get the nearby light tank killed by IF.
CP3: Use Ted to kill W scout, move east behind E light tank.
CP4: Move Nancy E and destroy E tank.
CP5: Move Nancy W, kill scout leader, end behind middle light tank.
CP6: Move Ted W, destroy middle light tank, end near N light tank.
CP7: Move Nancy W, destroy N light tank, end out of LoS.
CP8: Move Ted W, kill lancer leader, end out of LoS.

You should be out of LoS of enemy sniper. Enemy shock near your base should
move S and die to IF.

Turn 2:
CP1: Move Ted N, attack nearby tank destroyer, continue N along east side of
map.
CP2: Move Nancy N, destroy nearby tank destroyer, continue N along east side of
map.
CP3-4: Move Alicia N, kill sniper and shock leader, capture mid base and end
out of LoS.
CP5: Move Nancy N, attack S light tank and continue N.
CP6: Move Ted N, team attack destroy middle light tank.
CP7: Move Nancy N, team attack destory light tank next to the heavy tank, end
facing heavy tank from behind the debris wall.
CP8: Move Ted N, team attack heavy tank, hide out of LoS. 

I assume the tanks to the north aren't scripted to move until a later turn.
They don't seem too interested in Ted or Nancy even if they're spotted.

Turn 3:
CP1: Use Nancy to proc Good Buddy, destroy heavy tank, continue W near N light
tank.
CP2: Move Ted W, kill shock leader on base, end near Nancy.
CP3: Use Nancy to proc Good Buddy, destroy N light tank.
CP4-6: Move Alicia N, destroy S light tank, continue N, then team attack the
two remaining destroyers w/ Ted and Nancy, then capture. 2 CP spare



[C05] Skirmish 5 "Upper Fouzen" Hard
3 turns
http://www.youtube.com/watch?v=nfu25CzOrUI&list=PL4C5E8738747EB7D2

This level has a lot of enemy phase movement, most or all of your units are
separated, and enemies are scattered all over the map. One of the more unique
hard mode skirmishes, although in practice there isn't much room for
creativity. First priority is obviously the 4 lancers surrounding the Edelweiss
and Shamrock, then the lone enemy sniper (should have been more of these), then
the tanks, then mopping up the relatively harmless infantry.

On the other hand, the mixed up positioning gives me some opportunity to use a
few close range shocks instead of tons of scouts running around. I was thinking
about driving the Shamrock into enemy HQ and roasting everything with the
flamethrower. lol

Got a chance to deploy a new scout, Aika.

Deployment:

1 2 3
  X
   4
5  67

1: Aika - Gallian-S20R
2: Largo
3: Alicia - Gallian-S20R
4: Nancy - ZM Kar 5(g)
5: Yoko - Theimer M20R
6: Rosie - Mags-M30R
7: Ted - Gallian-S20R

Classes used: Scout, Shock, Lancer, Edelweiss, Shamrock
CP used: 23 CP/21 kills

Turn 1:
CP1: Move Yoko through Trolley Line C, activate the west elevator, destroy E
heavy tank, then hide out of LoS.
CP2: Move Aika S through the west elevator, kill the sniper leader, then hide
out of LoS.
CP3-4: Use Edelweiss to back up over the lancer in grass, then move forward and
mortar the crouched lancer and shock.
CP5-6: Move Rosie up the east base elevator to kill the lancer that was knocked
out of the grass, then move west and kill the lancer.
CP7-8: Use Shamrock gatling to kill W lancer, get S lancer killed by scout IF,
then move north.

A ton of enemy activity this phase. More than just about any other scenario in
the game.

Shock on Bridge 01 should move east and get killed by Edelweiss/Rosie IF.
Scout near your base should move north and die to Shamrock/Alicia IF. 
Shock near your base should move north and stop due to Alicia IF.
Shock and scout in middle should bunch up by north base elevator.
W heavy tank moves uphill SW.
Bridge 02 heavy tank moves E.
Shock on small bridge moves S next to the west stop of Trolley Line D.

Turn 2:
CP1: Use Aika to proc Good Buddy and grenade crouched scout from above.
CP2-3: Use Yoko to take the elevator down and destroy both remaining heavy
tanks. You can spare 1 miss.
CP4: Use Ted to kill shock by Trolley Line D.
CP5: Use Nancy to double kill shock/scout by north base elevator.
CP6: Use Alicia to kill shock by allied main base and continue S.

A random enemy reinforcement (a scout or shock) automatically arrives from
enemy base and moves E across Bridge 02. If you get an enemy scout
reinforcement it will attack Ted/Nancy unless they are hidden.

Turn 3:
CP1-2: Fire smoke on gatlings facing Bridge 02.
CP3: Kill reinforcement scout/shock, continue W.
CP4-5: Grenade/kill scout leader.
CP6-8: Destroy the heavy gatlings.
CP9: Grenade/kill remaining shock and capture. 1CP spare




[C06] Skirmish 6 "Marberry Shore" Hard
4 turns
http://www.youtube.com/watch?v=1MwGGtHsmDA&list=PL4C5E8738747EB7D2

Deployment:

No initial deployment.

Alicia - ZM Kar 5(g)
Rosie - Mags-M30R
Largo - Theimer M20R
Yoko - Theimer M20R

Classes used: Scout, Shock, Lancer, Edelweiss
CP used: 32 CP/20 kills

This is easily the most difficult starting position of any hard mode skirmish -
Rosie, Largo, and Alicia are surrounded and nearly any movement guarantees
they'll be fired on. Turn 1 is obviously the most interesting, but turns 2-4
aren't exactly slouches. Still managed to clear in 4 turns despite having 8 CP
instead of the 12 CP you get in Chapter 11.

Turn 1:
CP1-4: Move Edelweiss forward, drop smoke grenade on Rosie and Largo. Back off
slightly and face west. The smoke grenade should be at least dropped close
enough that Rosie and Largo can move into the smoke without taking IF from the
gatling bunkers.

On enemy phase, the shock next to the Edelweiss should try to move NW.
Edelweiss should be facing west so that it doesn't IF the shock until it's
moved too far N for it to throw a grenade in response.

It's important that you maximize the Edelweiss' movement, otherwise your smoke
grenade won't be close enough for Rosie/Largo, or the shock will throw a
grenade at the Edelweiss.

CP5: Move Rosie E through trench (hug wall to avoid gatling IF), kill sniper.
CP6-7: Use Rosie to kill shock facing Alicia, then destroy the gatling facing
Alicia from around the corner.
CP8: Move Largo S through smoke, avoid mines, kill scout through smoke,
recloak.

Turn 2:
CP1-4: Move Edelweiss NW, get 2 shocks killed by IF, throw smoke on north base
and mortar west gatling bunker. It is possible to get the shock next to the
crates killed by IF, but you will be waiting a long time.
CP5: Use Alicia to destroy east gatling bunker, end near shock leader on north
base.
CP6: Move Rosie N, kill shock near Largo.
CP7: Move Rosie W, destroy tank destroyer.
CP8: Move Rosie N, kill shock leader on north base w/ team attack.

Enemy deployments are random.

Turn 3:
CP1-2: Use Largo to destroy tank destroyer, then capture E base.
CP3: Use Rosie to double kill shock and gatling turret, then capture N base.
CP4-5: Fire smoke at W guns.
CP6-7: Move Alicia S, kill shock on W base (you can get a closer shot from the
side of the hill, ignore vid), capture W base, move into main base and grenade
W barricades.
CP8: Deploy Yoko. Not Audrey as in the vid lol.

Just like Chapter 11, moving an allied unit into the enemy base causes the AI
to move its units into a vulnerable position. If you have no units in the base
the enemy won't budge.

Turn 4:
CP1-2: Fire smoke at W guns.
CP3-5: Move Yoko forward, fire at tank destroyer, then kill shock facing
Alicia, then continue around the corner to destroy the heavy tank.
CP6: Use Alicia to finish off the tank destroyer.
CP7: Use Alicia to grenade the two remaining shocks. End before fired upon.
CP8: Use Alicia to double kill the shocks. There is a very small time window
where you can reliably get into aim mode before any enemies can IF. You must do
this to aim at the shocks before they can IF. Alicia should have ZM Kar 5(g) to
kill the shocks easier, not Gallian-S20R as in the video. Capture afterward.

Going into aim mode before enemies can IF is a last resort tactic that I've
been trying to avoid, but I really wanted to use it here to get the 4 turn.

Looking back, I might want to try capturing the west base on turn 2 and deploy
Yoko a turn earlier, so I don't need to waste a 2nd smoke on turn 4.





[C07] Skirmish 7 "Windmill Plaza" Hard
3 turns
http://www.youtube.com/watch?v=NiAY-IRIC4s&list=PL4C5E8738747EB7D2

There's nothing remarkable about this stage, it's a pretty standard scout rush.
Not a big surprise this level is one of the most easily ignorable of any hard
mode skirmish.
 
I think it might be fun to revisit some stages without using scouts and see how
they change. Dang scouts are just too good. Engineers are a decent scout
replacement, although their run speed is slower. Sniper only run? lol

Deployment:

6 X X
1 2 3
 4 5

1: Largo - Theimer M20R
2: Rosie - Mags-M30R
3: Ted - Gallian-S20R
4: Nancy - Gallian-S20R
5: Alicia - ZM Kar 5(g)
6: Scout - Gallian-S20R

Classes used: Scout, Shock, Edelweiss
CP used: 

Turn 1:
CP1-2: Fire smoke in front of main base.
CP3: Move Alicia SE, kill shock on roof.
CP4: Move Nancy SE, kill sniper leader on guard tower.
CP5: Move Ted SE, kill sniper on roof near allied base.
CP6: Move Nancy S, double kill snipers on E base, hide in grass behind house
facing heavy tank.
CP7: Move Alicia S, kill shock on roof, hide in grass behind house facing heavy
tank.

Turn 2:
CP1: Move Ted S, kill sniper on W base, continue S into grass.
CP2-3: Use Nancy to proc GB and destroy both gatling turrets, end behind heavy
tank.
CP4: Use Ted to kill sniper leader on enemy base.
CP5: Use Alicia to double kill sniper and lancer behind heavy tank.
CP6: Use Nancy to destroy heavy tank w/ team attack.
CP7: Use Scout to kill east sniper.

Turn 3 is mostly a clean up turn. Sorry for the quick and dirty run.

Turn 3:
CP1: Use Rosie to destroy gatling turret. Should have got Rosie closer to help
kill the crouched shock w/ team attack.
CP2-3: Grenade/double kill shocks, end near shock on W base.
CP4: Kill shock on W base.
CP5+: Kill shock on roof then capture. DODGE!




[C08] Skirmish 8 "Naggiar Plain" Hard
4 turns
http://www.youtube.com/watch?v=5J7jc6zBuWI&list=PL4C5E8738747EB7D2

Deployment:

12345
 67X

1: Ted
2: Nancy
3: Alicia
4: Sniper
5: Lancer
6: Rosie
7: Largo

Most of the alternate routes have been barricaded off, making it one big run
through the trenches.
 This is yet another map that scouts do really well in, along with a bit of
sniper/lancer support. It seems like a lot of maps are so large they're
basically designed for scouts and engineers to move through, as the other
classes are really slow in comparison.

I'm not putting much effort into this stage as pretty much nobody gives a crap
about it. In any case, the one highlight is Largo one shotting a tank destroyer
from the front by stacking Loyal Teammate and Veggies.

Classes used: Scout, Sniper, Lancer
CP used: 24 CP/20 kills

Turn 1:
CP1: Use Largo, proc Loyal Teammate + Veggies on ladder, destroy tank
destroyer.
CP2: Attack S gatling.
CP3: Destroy S gatling.
CP4: Kill scout in trench by west base ladder.
CP5: Destroy gatling near west base w/ team attack.
CP6: Snipe shock by E base.

Reinforcements are random. You should probably avoid all reinforcements if you
want to 4 turn.

Turn 2:
CP1: Hit ragnite canister by cannon bunker, capture west base.
CP2: Kill scout by mid base from above.
CP3: Kill gatling by W base w/ team attack.
CP4: Proc GB, destroy gatling on mid base.
CP5-6: Grenade/kill scout around corner on mid base, capture mid base.

Turn 3:
CP1: Destroy heavy tank.
CP2: Kill scout east of mid base.
CP3-4: Destroy gatling east of mid base. I can't figure out any way to kill
this gatling without doing the aim mode before IF trick.
CP5: Proc GB, destroy east gatling 2, capture east base. 
CP6: Kill scout west of east base.

Turn 4:
CP1: Kill remaining scout.
CP2: Destroy east gatling w/ team attack.
CP3: Destroy gatling turret on main base.
CP4-5: Grenade/kill shock on main base.
CP6: Destroy remaining gatling w/ team attack, capture. Another episode of
Nancy and Ted's excellent adventures.





[C09] Skirmish 9 "East Bank of Vasel" Hard
2 turns
http://www.youtube.com/watch?v=y9dPmEFbUKg&list=PL4C5E8738747EB7D2

This is technically the last skirmish you can use tanks, so it's fitting that
they play a major role in this battle. No tanks in ex-hard, and only limited
tank control in other DLC maps.

As I was developing the strat for this skirmish, I had plans for a lancer and
sniper. Unfortunately they didn't work out for a 2 turn strat. The combination
of scout mobility + damage, especially on maps like this where you need to walk
a great distance to hit a target, is too good.

I was messing around with the Shamrock gatling at first, but the east base was
a pain due to the snipers in the tower. Ended up going with the mortar to shake
the buggers out. The flamethrower would probably do well at killing most/all
enemies on the east base for 4 CP. But since the flamethrower is not necessary
for 2 turns I won't be using it.

I was aiming for 2 turns from the start and managed it, but it wasn't
particularly easy. Especially moving the Shamrock around on turn 2.

Deployment:

  X
   X
 1 X
X
 2 X
 3 4
  5

1: Alicia - ZM Kar 5(g)
2: Rosie
3: Cherry - Gallian-S20R
4: Largo
5: Nancy - Gallian-S20R

Classes used: Scout, Edelweiss, Shamrock
CP used: 18 CP/20 kills

Turn 1:
CP1-2: Move Shamrock E, kill SE scout.
CP3-4: Select Edelweiss, drop a smoke grenade Shamrock while covering your
other units from LoS. Try to knock Alicia forward a bit to make capturing on
turn 2 easier.
CP5: Move Nancy E, kill mid sniper, hide in smoke.

Shocks, lancer(s), and tank destroyer move W. The shocks must move west into
the smoke but not through it, or they'll spot your units on the other side and
you'll be fired on.
SE destroyer moves W.
NE destroyer moves W then S.
SW scout moves N.

Turn 2:
CP1: Move Cherry E, kill SW scout, continue E.
CP2: Select Nancy, kill NE lancer, move behind the E tank destroyers.
CP3-4: Move Cherry E, destroy two E tank destroyers w/ team attacks, move
behind W tank destroyer.
CP5: Move Nancy W, destroy W tank destroyer w/ team attack.
CP6-7: Move Shamrock E, get the SE lancer killed by IF, proceed E and destroy
the remaining tank destroyer.
CP8-11: Select Shamrock, mortar both sniper guard posts, then get as many
enemies as possible killed with IF.
CP12: Move Alicia E, double kill shocks, continue E.
CP13: Move Alicia E, kill any remaining enemies, capture.