Level Medal 1: Kill 100 Infantry with Anti-Armor
Level Medal 2: Keep your Toybox at 100 Health
The Fields are a wide and interesting battlefield in that the foe is the Fairy Army, and due to their like for flying, the broken bridges that cross the river should NOT be considered any sort of protection - just saying.
Perhaps the largest part of the challenge here is down to the placements - and the gaps that are created between them that make it easily possible for the tiny fairy units to slop through without getting killed.
First let us address the two Challenges / Medals...
Level Medal 1: Kill 100 Infantry with Anti-Armor
The first Challenge is pretty much a gimme on the part of the wizards who created the game. You wil unlock this without even trying - assuming you have placed some Anti-Armor Turrets that is. In fact the first few waves make this easy, as you can place the Anti-Armor Turrets in the front left side of the battlefield and quickly score the 100 kills that this requires.
In fact it is that easy and bears no more consideration.
Level Medal 2: Keep your Toybox at 100 Health
The second Challenge however is not easy at all. In fact it is pretty darn hard - because the bulk of the Infantry units are tiny, and it only takes ONE to slip past your defenses and the game is ruined.
With that in mind, the key to this comes down to overlapping fire. Ideally you want to create a layout of turrets that is effective towards Infantry - and that means MG Turrets. Sure, you will need some Anti-Armor and Flak Guns for some of the waves, but the biggest threat to unlocking and completing this one is down to the Infantry.
The reason for that is really simple: they are so small and bouncy that they will easily slip past your defenses if you try to alternate MG and Anti-Armor Turrets.
Getting the sweet setup is going to be different for each player because a lot depends on how good and comfortable you are at taking control of the turrets and hitting the enemy - did we point out that they are wicked tiny? Yeah, they are, and that is the problem when you are doing the shooting!
The best advice we can give - and what worked for us - is to focus on getting good overlapping fire setup - which means upgrading range and damage with an emphasis upon range. But here is the thing - you only have so much money, so you should only upgrade them to where they NEED to be to cover the zone.
Sure, it feels good to extend their coverage, but you need to use that money to expand zone coverage, and a new turret has a far bigger footprint than an upgraded one. So take care to only upgrade them until they are effectively overlapping and stop there.
Using this approach means that you should be able to supervise your turrets taking out the Infantry - but the bigger stuff you will have to pretty much do yourself for the most part.
Score Run
Once you have either unlocked both Challenges - or given up - you are ready to do your Score Run. But on that note, if you do decide that The Kaiser is just too difficult due to its antique turrets nobody will blame you.
In truth there are far more effective turret sets on some of the other Heroes, so if you decide that you prefer to do the Medals / Challenge collection on one of them, there is no reason to feel bad about that! In fact considering how much easier the more modern weapons have it, it may be a good idea.
So basically for your Score Run you want to go with a mixture of turrets to provide full coverage for each enemy type. Bear in mind that you will need adequate Flak coverage and not just because there are Air Units, but because the final wave for this level is an Air-based BOSS Mob!
Specifically it is a flying castle, but that said, using between three and four Flak Guns should very easily allow you to take it down with no stress.
Not only is this one of the funnest battlefields (in our opinion) it is also one whose strategy remains unchanged. The key to unlocking both of the Challenges is to man your turrets and upgrade consistently. Well that and place the turrets in a timely way.
For example getting base defense at the entrance to the Toybox is key, but so is getting Anti-Armor in the midlands. Once you do that - and you upgrade - and you man the turrets? Hey, it is all fun from there.
The only difference that we could see was that the Boss Mob was harder to kill with the beam weapons Anti-Air, as opposed to the explosive Flak Guns. Just saying. But since the Boss does not rush your box, it is all good.
As tight as this level can be, with Star Bright it turned out to be one of our best liked - but that is all down to the power of her turrets mates.
Following the same basic strategy as we did with The Kaiser, with the more effective weapons (remember this is a Star Bright level) the pace is a lot less frenetic than it was with the earlier Heroes. So far Star Bright is turning out to be a very effective and even dangerous hero!
The boss mob solution remains the same - and only really requires two fully upgraded Flak Turrets to take down with practically no effort.
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.
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.
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.
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!
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.