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10. Kaiser Wilhelm: Battle of Marne

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Level Medal 1: Kill 10 Armored Units with an Artillery Turret

Level Medal 2: Kill 25 Armored Units with a Barrage

The battlefield layout this time around seems to lean in our favor for a change, with the placements being uniformly distributed so as to make for a very easy defensive posture! Seriously, the placements allow for easy overlapping fire, and are tight enough so that a single upgraded Cannon and a pair of upgraded Flak Guns can pretty much control the field for those sorts of enemy.

That said, working out the best way to complete the challenges for this one is, well, something of a challenge...

Level Medal 1: Kill 10 Armored Units with an Artillery Turret

In case you missed the memo, this is not Anti-Armor they are talking about, but the big Cannon. The easy way to do this is to place it in the center square placement - and then USE it.

For each level you will play through several times first to learn the level and then to work strategy. Finally you will play for score, which means playing speed-runs
For each level you will play through several times first to learn the level and then to work strategy. Finally you will play for score, which means playing speed-runs

Of the two challenges this one is really the easier - as once you place the Cannon and upgrade its damage at least once, you can do the little two-wheeled Armor unit wave and get all 10 kills right there, easy-peasey!

Level Medal 2: Kill 25 Armored Units with a Barrage

This one is a little more complicated. By the fact that you need to run up a full Action Point Bank so that you can unleash a Barrage or two. Now the challenge reads like you are supposed to do this in one go, but of course there are no 25 Armor Unit waves and, even if there were, getting that many in a single Barrage? Yeah....

So the easiest way to do this is to be sure to place at least an MG Turret and an Anti-Armor Turret by the Toybox - and upgrade them. But first upgrade the damage for the starting MG Turret - and use THAT on the troops to run up your Action Point Bank.

That sounds simple enough, right? Right!

Once you have the Bank full, you wait for an armor wave and hit it. Then rinse and repeat and you should find this is relatively easy (with a little luck and good timing).

Score Run

For the Score Run we found that placing our turrets in the read and middle sections pretty much ensured the best results. Bearing in mind that in addition to skipping timers, we had to deliver as much personal damage as possible to get the score up there.

Another factor though was finding the right balance of enough turrets to do the job but not so many that there was a negative impact on our bottom line for the score.

Trial and error suggests that this is going to be different for you depending on how aggressive you can be with manning turrets. Just saying.

Hero: Phantom

This level is not the most difficult one in the campaign, and its Challenges are not the most difficult or frustrating either, but the level and the Challenges do require several potentially frustrating factors: it requires you to bring your A-Game, and it does not forgive mistakes.

That is all true regardless of the Hero you choose to play - but when you are playing with Phantom, the 25 kill Barrage Challenge is particularly difficult for a simple reason. The Barrage is a gunship, and it chooses its targets poorly. That, and it does not do the same level of damage that The Kaiser's Barrage did.

For that reason, and despite the fact that you CAN do it if you are willing to put in the effort (read that, accept that you may end up frustrated) you can do it with Phantom. But before you make up your mind, you should try out the other Heroes.

You do not have to repeat the Tutorial for each new Hero
You do not have to repeat the Tutorial for each new Hero

Hero: Star Bright

This is another of the levels where the basic strategy does not change at all from The Kaiser play-through, but where the better and more effective weapons for this hero makes a significant difference.

With a layout of just the three MG turrets down the middle and a pair of Anti-Armor to either side with Flak in the middle - properly and quickly upgraded - you don't actually have to man any of the turrets at all. Well, that is assuming that you upgrade them strategically and split your efforts between range and damage...

Hero: Darklord

You will be using the same strategy that we used for The Kaiser for this hero.

His weapons are not as robust in terms of dishing damage overall as that of Star Bright, but they are as strong and maybe - at least in the case of the Anti-Armor - a little bit stronger.

You may find that this hero is particularly challenged for doing the challenges / medals - which is why we don't recommend it. This one, specifically, is what you might call an acquired taste.

Hero: GI Joe Duke

This hero is basically a new and improved version of The Kaiser - which means you can follow the strategy from The Kaiser run-thru pretty much to the letter, though Duke will be a bit more effective both in damage dealing and defense.

Hero: GI Joe Cobra Enemy

The Cobra Hero uses the same strategy that you used for The Kaiser, having similar weapon platforms (though more modern).

If you are looking for the perfect hero to do the medal challenges, this is very likely the one. It certainly has an edge over all of the other Heroes, that is for sure. Particularly in terms of its anti-armor, which is Stinger Missile based.

Simply follow the strategy from The Kaiser section to complete the level.

Hero: He-Man

This hero is basically an energy-based version of The Kaiser - which means you can follow the strategy from The Kaiser run-thru pretty much to the letter, though He-Man will be a bit less effective both in damage dealing and defense.

Of course if you just want to play He-Man - you know, you have He-Man fantasies and such - well nobody is stopping you! Go for it!

Hero: Ezio

For the Ezio Hero you follow the standard strategy that is used by The Kaiser. Bear in mind though that the weaker attack and damage powers of Ezio's turrets means you will need to begin your attacks earlier and pay closer attention to how close you allow the enemy to get to your toybox.

 
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