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7. Kaiser Wilhelm: Strand

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Level Medal 1: Kill 100 Units with their Counter-Turrets

Level Medal 2: Keep your Toybox Health above 90

The first point that needs to be made here is that the level is genuinely stacked against you. The enemy turrets are placed such that any obvious defenses you try to place will immediately come under fire from them.

The trick to handling this puzzle of threats easily is to simply treat it as a puzzle.

Place an MG Turret in the far-left placement on the front battlefield - that spot cannot be attacked by the enemy turrets. Upgrade the damage of that turret as much as you possibly can, then use it to take out the wave that spawns, which gets you some money and protects your Toybox. BUT LEAVE ONE ENEMY INFANTRY ALIVE.

Dividing your time between defense and expansion is the key to victory

By leaving a single enemy Infantry alive, you buy a very precious commodity - TIME.

While that enemy makes its way to your Toybox, turn your MG Turret on the Canon on the heights above, destroying it. With that cannon now destroyed you can place some Anti-Armor and MG Turrets near the entrance to your Toybox to firm up its defense.

Place an MG Turret in the forward right placement on the hill, and upgrade its damage. Use that and your first turret to take out the next wave, and then upgrade the damage and use that new MG Turret to take out the turrets it can reach on the battlefield.

Use the bomber to destroy the last enemy turret in the center, which clears the field. Now all that you need to do is maintain and upgrade your turrets and easey-peasy lemon-squeezy!

Level Medal 1: Kill 100 Units with their Counter-Turrets

This challenge is dead-easy - you would have to work at NOT unlocking it in order to fail it. Basically you will get your 100 counter-kills just from using the MG Turrets on the Infantry, so this is not one of the sort you have to even think about...

Level Medal 2: Keep your Toybox Health above 90

This challenge on the other hand may end up being a challenge for you - largely due to the fact that for this level there are larger waves and they can be difficult to manage.

Ideally for this attempt you will want to be spending less time manning turrets and more time in the supervising role, keeping them healthy and more important, updating the right turrets at the right times.

Timing really is important for this challenge because you need to direct the biggest bang in the right places - but to do that you have to experience the waves so you understand where they go and how they advance, which shows you which turrets to place where.

For example there really is no sense placing MG Turrets in spots that need to cover the trenches leading up to the Toybox area because they cannot depress to target into them. For those the Anti-Armor works better - even when the targets are Infantry!

Once you play through the level a few times you will see exactly where the different turret types work best - but for us the general rule was to get as much Anti-Armor into the battlefield area as we could manage, in order to prevent the armor units from actually reaching the back area.

Another issue that you will quickly find annoying is the Air Units. They come in a mix of fighters and bombers, but make no mistake, they are all lethal.

Our final advice for getting through with above 90 Health is also our basic advice for scoring high during your score run - do it evenly, and put a priority on upgrading damage and range over HP. You will find if you do that, and you do not neglect your air defenses, that you can easily master crowd control for this level - and make no mistake, this is ALL about crowd control!

Try to remember your Special Attacks - those are useful for clearing enemy turrets!

Hero: Phantom

Right, so the basic strategy applies from The Kaiser Campaign. In fact for Phantom you basically need to do it exactly the same.

Both of the Challenges are easily obtained via the standard strategy. In fact the only difference here is that Phantom's Turrets are more powerful and so this is actually that much easier. As long as you stay on top of the two primary goals - taking out the Cannon on the hill and covering the Toybox, you should unlock both Challenges in the same go.

Hero: Star Bright

This is another level that follows the same basic strategy as The Kaiser but that is made slightly easier by the excellent damage of Star Bright's turrets.

Other than needing to get the Flak Turrets fully upgraded in order to defend properly against the bombers, there is very little different here in terms of play strategies.

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.

Rushing the next wave is useful when you are trying for a higher finishing score, but if you are just learning the levels we recommend waiting out the timers.

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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