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.@@@#@@@@` BATTALION WARS 2
.@@@@ #@@@@` MULTIPLAYER FAQ
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`@@@` +; ,@@# By: MKaykitkats
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ABOUT THIS FAQ:
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This FAQ provides information about multiplayer in BWii. There is a list of
all the missions, friendly units on the mission, strategies, and a walkthrough
for the Cooperative missions. I hope the FAQ comes in handy for those who
actually play this game online. :)
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TABLE OF CONTENTS [TOC]
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Use Ctrl/Apple + F to skip to specific sections, simply search for the letters
within the brackets listed below.
1.) Table of Contents [TOC]
2.) Brief Overview [BOW]
3.) Unit Information [UIN]
-Infantry [INY]
-Vehicles [VIS]
-Air Units [AIS]
-Naval Units [NVL]
-Defenses [DFS]
4.) Cooperative [COOP]
-General Strategies [GSC]
-From Tundra With Love [FTL]
-Crack Squad [CSD]
-Under Siege [USE]
-Storm the Beaches [STB]
5.) Assault [AST]
-General Strategies for the Defender [GSD]
-General Strategies for the Attacker [GSA]
-Storm the Palace [STP]
-Destroy All Tundrans [DAT]
-Armada [AMA]
-Aces High [ASH]
-Cold War [CDW]
-Lightning Strike [LSE]
6.) Skirmish [SKR]
-General Strategies [GSS]
-Melee [MLE]
-Exchange of Fire [EOF]
-Border Patrol [BRP]
-Sand Castles [SCS]
-Donatsu Island [DUI]
-Battle Stations [BSS]
7.) Closing/Credits/Contact Information [CCC]
8.) Version Info [VIN]
9.) Authorized Websites [ADS]
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BRIEF OVERVIEW [BOW]
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Battalion Wars 2 does indeed have multiplayer. Your username is whatever name
you use in Campaign. There are three modes, Cooperative, Assault, and
Skirmish. Those modes will be covered in depth over this guide.
You have a "record" of sorts displayed, different for each game mode you are
playing. This will also be covered.
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UNIT INFORMATION [UIN]
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This section is information on the units in Battalion Wars 2 Online.
Note that when I say "Good against", I mean in terms of how much
their weapons hurt.
Obviously a Grunt is "good" against a Bazooka Vet, but can still be taken down
by one fully charged Bazooka shot. :) This game has limitless possiblities,
and it largely depends on how the player plays.
Any unit not listed in "Good or Bad" against is neutral. And once again depends
on the player skill and how they use units. :)
The "respawn times" listed below are specific to Skirmish. They are slightly
different in Assault mode, depending on the map. The information for spawn
time will be covered specifically during the Assault part of this guide.
INFANTRY [INY]
Basic units, all can capture bases, and have specialties depending on their
class.
GRUNTS
Description: Basic infantry unit. Can capture bases.
Weapon: Assault Rifle. Reloads with clips.
Good against: Grunts, Bazooka Veterans, Anti-Air Veterans,
Bad against: Flame Vets, Assault Vets, MG Nests, Auto-Guns, Vehicles
[both ground and air.]
Respawn Time: 30 SECONDS
Respawn Areas: HQ
Value: 10 Points
BAZOOKA VET
Description: Anti-Tank unit. Can capture bases. Have charged shots to make
Rockets fly farther and hurt more.
Weapon: Bazooka.
Good against: All Ground vehicles, MG Nests, Auto-Guns
Bad against: All infantry [Except Anti-Air Vets], MG Nests/Towers, Auto-Guns
Respawn Time: 30 SECONDS
Respawn Areas: HQ
Value: 15
FLAME VET/ACID VET
Description: Anti-Infantry unit. Can capture bases. Weapon can overheat if
held too long.
Weapon: Flamethrower/Acid
Good against: All infantry
Bad against: Vehicles, Air units, Naval units, MG Nests/Towers, Auto-Guns
Respawn Time: 30 SECONDS
Respawn Areas: HQ
Value: 15
ANTI-AIR VET
Description: Anti-Air unit. Can capture bases. Weapon can lock onto Air Units
and missiles will follow the unit. Hold down to fire more shots.
Weapon: Surface to Air missile launcher.
Good against: All Air-Units
Bad against: Infantry, Naval Units, Ground vehicles, MG Nests/Towers, Auto-Guns
Respawn Time: 30 SECONDS
Respawn Areas: HQ
Value: 15
ASSAULT VET
Description: Anti-Infantry unit. Can capture bases. Weapon fires faster the
longer it is held down, but can overheat if held too long.
Weapon: Machine Gun
Good against: All infantry, Light vehicles
Bad against: Flame Vet, Heavy Vehicles, Air Units, Naval Units, MG Nests, Auto
Guns
Respawn Time: N/A [Not in Skirmish]
Respawn Areas: HQ
Value: N/A [Not in Skirmish]
VEHICLES [VIS]
Are basically support for the troops. Are limited to the same grounds, and
sometimes cannot cross water (as in DONATSU ISLAND [DUI].
LIGHT TANK
Description: A light Anti-armor, anti-defense, and anti-infantry vehicle.
Has a machine gun on top. Well rounded unit.
Weapons: Single Turret, Machine Gun
Good against: Other vehicles, Infantry, MG Nests, Auto-Guns
Bad against: Bazooka Vets, Air Units, Other Tanks
Respawn Time: 45 SECONDS
Respawn Area: Factory
Value: 35
HEAVY TANK
Description: A heavy Anti-armor, anti-defense, and anti-infantry vehicle. Has
more firepower than a Light Tank.
Weapons: Single (Double on some) Turrets, multiple Machine guns.
Good against: Other vehicles, Infantry, MG Nests, Auto-Guns
Bad against: Bazooka Vets, Air Units, Other Tanks
Respawn Time: 40 SECONDS
Respawn Area: Factory
Value: 40
BATTLESTATION
Description: Heaviest anti-armor, anti-infantry vehicle. High defense and very
powerful.
Weapons: Heavy cannon, multiple machine guns, rocket launchers
Good against: All ground units
Bad against: All anti-vehicle units, Air Units, Naval Units
Respawn Time: 75 SECONDS
Respawn Area: Factory
Value: 100
ARTILLERY
Description: Long ranged mobile cannons. Are good at taking out ground targets
at long distances. Relatively weak in defense.
Weapons: Long ranged cannon, machine guns.
Good against: Ground units, base defenses
Bad against: Air units, Naval Units, Bazooka Vets, other Tanks
Respawn Time: 40 SECONDS
Respawn Area: Factory
Value: 40
ANTI-AIR VEHICLE
Description: Mobile anti-air. Very good against air, but do not fare well
against anything else.
Weapons: Anti-air missile launchers. Machine guns.
Good Against: All Air Units
Bad Against: All anti-armor ground units, Naval Units
Respawn Time: 30 SECONDS
Respawn Area: Factory
Value: Unknown [Needs to be tested]
AIR UNITS [AIS]
Gunships are avaliable in Skirmish maps, as are Bombers. Fighters, however,
appear only in Co-op and Assault modes. They are not limited in where they
can move; but can be damaged if they collide into trees, buildings, the
ground, or other units.
GUNSHIP
Description: Anti-ground Air Unit. Has Missiles that hurt both Infantry and
Vehicles alike.
Weapons: Missiles, machine guns.
Good against: Vehicles, defenses, infantry
Bad against: Anti-air vehicles, anti-air infantry, Fighters, AA Towers
Respawn Time: 45 SECONDS
Respawn Area: Airfield
Value: 40
FIGHTER
Description: Anti-air unit. Has missiles that can follow it's air targets.
Weapons: Missiles, machine guns
Good against: Other Air Units
Bad against: All anti-air units, and non-air units, AA Towers
Respawn Time: N/A [Not in Skirmish]
Respawn Area: N/A [Not in Skirmish]
Value: N/A [Not in Skirmish mode]
BOMBER
Description: Heavy Anti-ground/navy unit. Drops a volley of bombs.
Weapons: Bombs, machine gun
Good against: All ground units, infantry, and naval units
Bad against: Fighters, all anti-air units, AA Towers
Respawn Time: 45 SECONDS
Respawn Area: Airfield
Value: 30
NAVAL UNITS [NVL]
Usually exclsuive to their own maps. In Assault and Co-op mode, they are
avliable to support ground units. In Skirmish, they are exclusive to the map
EXCHANGE OF FIRE [EOF].
SUBMARINE
Description: Anti-naval unit. Can dive for a limited amount of time to avoid
being targeted by all units except Frigate.
Weapons: Torpedoes
Good Against: All naval units except Frigates.
Bad Against: Frigates.
Respawn Time: 45 SECONDS
Respawn Area: Naval Area
Value: 20
FRIGATE
Description: Anti-submarine and Anti-air unit. Very fast ship. Fires a volley
of missiles at air units, fires depth-charges at submarines. Can
detect submarines that are diving as well.
Weapons: Anti-Air Missiles, Depth Charges
Good Against: All air-units, submarines.
Bad Against: Any unit other than Air and Submarines.
Respawn Time: 45 SECONDS
Respawn Area: Naval Area
Value: 30
BATTLESHIP
Description: Heavy anti-ship and anti-ground. Long ranged, fires two shells.
Weapons: Turrets, Machine Guns
Good Against: Other Naval Units [Except Submarines], All Ground Units, base
defenses.
Bad Against: Submarines, Air Units
Respawn Time: Unknown; Needs to be tested
Respawn Area: N/A
Value: N/A [Not in Skirmish]
DREADNOUGHT
Description: Heaviest anti-armor, anti-ship unit. Very powerful. Fires volley
of shells.
Weapons: Heavy turrets, flak cannons, machine guns
Good Against: All naval units, ground units, base defenses
Bad Against: Submarines, other Dreadnoughts, Air Units
Respawn Time: 45 SECONDS
Respawn Area: Naval Area
Value: 90
DEFENSES [DFS]
Base defenses that appear on maps.
MG TOWER/MG NEST
Description: Anti-infantry base defense.
Weapon: Machine Gun
Good Against: All infantry units
Bad Against: Vehicles, Anti-defense weapons, Bazooka Vets, Air Units
Respawn Time: N/A
Respawn Area: N/A
Value: 5
AUTO-GUN
Description: Automatic Machine Guns that usually guard the HQ, but can appear
at different capture points after a base has been captured.
Weapon: Machine Gun
Good Against: All infantry units
Bad Against: Vehicles, Anti-defense weapons, Bazooka Vets, Air Units
Respawn Time: N/A
Respawn Area: N/A
Value: 5
AA TOWER
Description: Anti-air towers.
Weapon: Flak cannons
Good Against: All Air Units
Bad Against: Any non-air unit
Respawn Time: N/A
Respawn Area: N/A
Value: 5
RPG TOWER
Description: Anti-vehicle towers
Weapon: RPG
Good Against: All ground units
Bad Against: Air Units, Anti-defense units
Respawn Time: N/A
Respawn Area: N/A
Value: 5
NAVAL GUNS
Description: Anti-Naval cannons. Exclusinve to EXCHANGE OF FIRE [EOF].
Weapon: Cannon
Good Against: All naval units
Bad Against: Air Units
Respawn Time: N/A
Respawn Area: N/A
Value: 200
NOTE ON RESPAWN TIMES: I am unsure whether it differs by level, as I did not
test the same unit on different levels they appear on. Please email me if you
see a problem with the respawn rates. [I was worried as the Heavy Tank takes
less time than a Light Tank, but they don't appear on the same levels, so it
should be OK.] Skirmish times seem consistent, Assault mode has differences.
Co-op mode has no respawn, so no testing there.
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COOPERATIVE [COOP]
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WHAT IS IT?: You and another player work together to complete a mission, where
the enemies are controlled by the AI. Both you and your partner are different
teams with different units, one usually specializing in one field, and your
partner in another. For example, one might have all the Anti-Air Vets, while
the other has all the Bazooka vets. This means the one with the Anti-Air vets
will be targeting enemy air units, while the Bazooka vets will target enemy
vehicles.
S RANKING?: This is the only mode where you are graded. Just like the campaign,
you are graded on Speed, Technique, and Power.
SPEED: The amount of time it took to complete the mission. Less time is better.
TECHNIQUE: Amount of units lost. The more units lost, the worse it is.
POWER: The amount of units you destroyed. The more, the better.
HOW DOES MY RECORD APPEAR?: As "Missions Completed" and "S Ranks attained",
there are no victories and losses displayed.
IS THERE RESPAWN IN CO-OP: No, there is not. Keep in mind that once you lose
a unit, it is gone for the rest of the level. Be careful!
CAN I COMMUNICATE WITH MY PARTNER IN ANYWAY?: Yes, you can. On the Wiimote,
the buttons 1 and 2 are to communicate. Push 1 while not aiming at anyone
to call your partner to your position. Push 1 while locked on a target to
tell the partner to attack that target. Push 2 in response to an order to
acknowledge it. They are very simple, but very useful!
Some Terminology useful for Co-op mode:
STARTING UNITS: The units you will start off with at the starting of the
level.
POWs: POWs (Prisoners of War) are the friendly units kept within a fence
usually marked with a silver star overhead. Rescuing them is not a
requirement for completing the mission; however, it is highly
recommended as they can make the mission easier to finish.
OBJECTIVES: What you need to complete in order to win the mission.
BONUS OBJECTIVES: Secondary objectives that are not required for finishing
the mission, and are optional. Usually rescuing POWs.
STRATEGY: Some suggested strategies for the specific mission.
WALKTHROUGH: The basic way of completing the mission. It is not too thorough
as missions largely depend on players and their playing style,
but it gives an idea of what to do and what to be wary of.
************GENERAL STRATEGIES [GSC]*************
COMMUNICATION: Communication is key! As discussed above, use the 1 and 2
buttons on the Wiimote to communicate! Both teams always
have different specialties regarding the mission, use them!
SPECIALTIES: Both teams are built to cover one another. If one side has Anti-
Air Vets, and the other doesn't, it should be pretty
self explanatory what to do when Gunships arrive. :)
SECONDARY OBJECTIVES: Although they say OPTIONAL, it is always a good idea
to rescue POWs and fulfill secondary requirements. A
lot of good things come out of those you put time into
rescuing!
YOUR MAP: Press the MINUS (-) button on your Wiimote to bring up a very useful
map! It gives all enemy unit locations, their defenses, and more
importantly, your POW locations, objective locations, and roads to
them.
TAKE CONTROL: As in, make sure you are taking care of your units well! In Co-
op mode, there is no respawning for your units. Having more
units by the end of the level means a higher Technique score,
too!
BE QUICK: While there is no time limit on the levels (in most cases,
exceptions will be covered), it is a good idea to move quickly, as
it will be good for your Speed rating.
BE THOROUGH: Eliminate all units in an area! It will add to the Power rating.
Do not, however, attempt to do this if your forces are
insufficient.
DESTROY TENTS: When you destroy tents with a vehicle, Blue Jerry Cans appear,
pick it up to regain some lost health. When you destroy the
blue tents with infantry, health packs appear, pick up to
recover. Thank you drteletubbie for pointing it out. :)
***********FROM TUNDRA WITH LOVE [FTL]***********
WESTERN FRONTIER AND TUNDRA
WESTERN FRONTIER STARTING UNITS:
3 GRUNTS
1 ASSAULT VET
3 BAZOOKA
WESTERN FRONTIER POWs:
1 LIGHT TANK [First POW Camp]
1 ASSAULT VET, 2 BAZOOKA VETS [Third POW Camp]
TUNDRAN STARTING UNITS:
3 ANTI-AIR VETS
3 GRUNTS
1 ASSAULT VET
TUNDRAN POWs:
1 LIGHT TANK [Second POW Camp]
1 ASSAULT VET, 2 ANTI-AIR VETS [Third POW Camp]
OBJECTIVES:
-Capture Xylvanian HQ
BONUS OBJECTIVES:
-Rescue POWs [Three camps]
STRATEGIES:
AS FRONTIER:
-You have the Anti-Armor units. Be sure to spot the Gunship and remind your
partner to take it out (Using the 1 Button on the Wiimote.)
AS TUNDRA:
-Be sure to look out for enemy Gunships, as you posses the Anti-Air infantry
required to take them down with ease. Remind your partner to destroy any
vehicles.
WALKTHROUGH: A quick run through of "From Tundra With Love."
1.) RECOVERING THE LIGHT TANKS
The mission will start out with the units listed above. Proceed forward, and
the Tundran player should proceed to take the Gunship out quickly using Anti-
Air Vets. The Western Frontier player should swiftly destroy the Light Tank.
There are Xylvanian infantry that both sides can take out easily. Liberate
the first POW camp, containing a Light Tank, and destroy the new enemy
Light Tank that comes in with it's support troops using your Bazooka Vets and
Tank.
Using the Frontier Light Tank, there is a useful tip for saving time. Simply
turn to the second POW camp, which has the Tundran Light Tank, and aim upward
at an angle and fire. Your shell should arc and destroy the fence, with the
Tundran Light Tank safely coming to you. Alternatively, the Tundran player
can focus on recovering their own Tank as you deal with the Xylvanian forces
when you rescue your Light Tank. Proceed to the Bridge the enemy Light Tank
reinforcement came from.
2.) THE HILLTOP POW CAMP
At the bridge, hold your units back and let your Tank handle the MG Tower,
with your partner's Tank helping, it should be quick. Enemy Bazooka Vets will
soon come onto the bridge, retreat your Light Tanks and send infantry to deal
with them.
On the other side of the bridge will be a bunch of tents with a few more
Xylvanian troops. Be sure to use the appropriate methods of dealing with them
to minimize casualties. There are two ways to go, up the hill to the right,
or forward. We will go forward.
The Frontier player should destroy the tower with their Tank or Bazooka Vets,
and both players should be ready to face more Xylvanian Bazooka vets that
cross the bridge. Be ready to turn right, as an Xylvanian Heavy Tank will
be likely rolling down the hill. If your Tanks are weak, retreat them as the
Heavy Tank will target them first. The Frontier player should use Bazooka
Vets to take it out. Once it is gone, send Tanks to deal with the Acid Gas
units at the top of the hill.
Liberate the POWs [That was the third and final POW camp for this map], and
the Tundran player should get ready to shoot down the Gunship that arrives
soon after the POWs are free. Head to the bridge at the bottom of the hill,
and get ready for the Assault on the Xylvanian HQ.
3.) ASSAULTING THE HQ
Go across the bridge and take out the few Xylvanian units there. Be sure
to go along the left pathway, as it is safer. The Tundran player should be
wary of the looming Gunship, while the Western Frontier player should be ready
to take down the Light Tank within the base.
As soon as you enter the HQ area, Vlad will call in reinforcements. The
Frontier or Tundran player should let their grunts focus on capturing the HQ,
as Bazooka Vets handle the incoming Xylvanian tanks, and the Tundran forces
get their Anti-Air Vets ready to take down Transport Helicopters.
Taking down the Transport Helicopters while they are still unloading will
kill everyone on board, making it easier for you.
The mission is done as soon as the HQ is captured.
****************CRACK SQUAD [CSD]****************
SOLAR EMPIRE AND WESTERN FRONTIER
SOLAR EMPIRE STARTING UNITS:
5 ASSAULT VETS
4 GRUNTS
SOLAR EMPIRE POWs:
4 ANTI-AIR VETS, 2 GRUNTS [First POW Camp]
1 LIGHT TANK [Second POW Camp]
2 ANTI-AIR VETS, 2 GRUNTS [Third POW Camp]
WESTERN FRONTIER STARTING UNITS:
4 GRUNTS
4 BAZOOKA VETS
WESTERN FRONTIER POWs:
4 FLAME VETS, 2 GRUNTS [First POW Camp]
1 LIGHT TANK [Second POW Camp]
2 GRUNTS, 2 BAZOOKA VETS [Third POW Camp]
oBJECTIVES:
-Disable Radar Array
-Destroy Fuel Refinery
-Detonate Munitions Dump
SECONDARY OBJECTIVES:
-Resuce Radar Array POWs [First POW camp]
-Rescue Fuel Refinery POWs [Second POW camp]
-Rescue Munitions Dump POWs [Third POW camp]
STRATEGIES:
As SOLAR EMPIRE:
-You are initially the Anti-Infantry team. Be sure to cover for Western
Frontier Bazooka Vets.
-After the first POW camp, you also become the Anti-Air team, be sure to
destroy incoming Gunships!
As WESTERN FRONTIER:
-You are the Anti-Armor team. Use the Bazooka vets to take out Tanks, Recon,
and base defenses.
WALKTHROUGH:
1.) DISABLING THE RADAR ARRAY; RESCUING RADAR ARRAY POWs
You start the mission the beach. The Frontier player should aim to destroy
the enemy Recon vehicle that harrasses the infantry, while the Solar Empire
player should aim to take out enemy infantry. Head up the hill, and the
Frontier player should aim at the enemy Tanks that are sent in, as well as
the MG Towers. The Solar Empire player should focus on the Acid Vets, as they
can easily kill the Bazooka Vets of the Frontier player.
Once inside the area with the Radar Array, free the POWs. Now the Frontier
player has Anti-infantry Flame Vets, and the Solar Empire player has the
capability of Anti-air. This comes right on time, as Gunships will be sent in
from the direction of the next objective. Take them out before they can
volley your troops.
2.) DESTROYING THE FUEL REFINERY; RESCUING FUEL REFINERY POWs
Leaving the Radar Array toward the next objective, you will notice a large
downward slope leading to the Fuel Refinery. There is a nice trick you can
do here, which saves time and soldiers. The Frontier player should take
command of a Bazooka Vet, and go only slightly down the hill. Be sure to
leave the other units behind as he does this. Charge the Bazooka to it's
maximum, and stand so you can still see the Fuel Refinery over the wall (you
will be near the top of the slope.) Now fire toward the refinery. The rocket
should go straight, then drop, taking the Fuel Refinery with it. :)
Now go down the slope, and be wary of Gunships and Acid Vets especially. Then
take out Bazooka vets which will be standing on the left side of the entrance.
There is a field of Medical Kits to the left, take them if you need them. Now
rescue the POWs, and both sides will get Light Tanks to reinforce them.
Head out the exit on the right side of the entrance you came in from.
3.) DESTROYING THE MUNITIONS DUMP; RESCUING MUNITIONS DUMP POWs
There is a path connecting the Fuel Refinery to the Munitions Dump. There will
be enemy Recons to harass your units, take them out with Light Tanks or
Bazooka Vets. The gateway is guarded by MG Towers. As they will suggest in
the mission, run up close to them as they cannot aim at units that are too
close to them. Take them out with Bazooka vets. Be wary of the amount of
Xylvanian units inside the base, and plan your attack accordingly.
Destroy the POW camp during the fighting so they can reinforce you. You will
get two of whichever speciality your team is (Anti-Armor for Frontier, Anti-
Air for Solar Empire), with two grunts each.
All your objectives are done, but you still need to get out of there.
4.) ESCAPE
Take the left exit from the entrance to the Muntions Dump. There is a long
road going to a bridge and Helipad. Your mission is to reach and capture the
Helipad to evacuate. There is an enemy Tank at the front of the bridge, take
it out with Bazooka vets as the Solar Empire player should target the infantry
and any looming Gunships.
When the Light Tank is destroyed, another will be sent across the bridge to
reinforce the enemy. Take it out as well, and then quickly destroy the
defenses. When all that is gone, raid the Helipad area. There are Xylvanian
infantry, but divert some of your forces to capturing the Helipad to save
time as well as gain a Power bonus. It does not take too long for troops
to activate the Helipad.
When it is captured, you're done.
****************UNDER SIEGE [USE]****************
TUNDRA AND WESTERN FRONTIER
TUNDRAN STARTING UNITS:
1 BATTLESTATION
4 MORTAR VETS
WESTERN FRONTIER STARTING UNITS:
2 AA VEHICLES
5 BAZOOKA VETS
OBJECTIVE:
-Destroy AA Towers (3)
SECONDARY OBJECTIVE:
-Destroy Fuel Storage Tank
AFTER FIRST OBJECTIVE IS COMPLETE:
TUNDRAN UNITS:
3 FIGHTERS
2 BOMBERS
WESTERN FRONTIER UNITS:
3 FIGHTERS
2 BOMBERS
OBJECTIVES:
-Destroy Mining Spider
-Destroy Battlestations before they can destroy the Mausoleum
STRATEGIES:
AS WESTERN FRONTIER:
-You have the Anti-Air units. Use them to down the Gunships. On this mission,
it is announced when Gunships are incoming, they come in pairs, so be
careful.
-Bazooka Vets are also there to back up the Tundran Battlestation if it's
health gets too low, use them to take out the incoming Heavy Tanks!
AS TUNDRA:
-You have the Battlestation. Take out all that that stands in your way, and
remember to pick up Blue Jerry Cans from Heavy Tanks.
-When you hear the incoming Gunships, be sure to alert the Western Frontier
player to take them out quickly.
NOTE: This is a "two part" mission, your units will change after certain
objectives are completed.
WALKTHROUGH:
1.) THE FUEL STORAGE TANK
Directly in front of you, across the bridge and some land, is the Fuel Storage
Tank, marked with a Star above it. As long as it's still around, Xylvanian
Heavy Tanks will keep coming to attack you. The game announces each time a
Heavy Tank comes in.
The Tundran player's Battlestation should focus on clearing a path toward the
Fuel Tank. The Western Frontier player's main job is to look out for Gunships.
Luckily, every time Gunships come in, there is an announcement made.
The Mortar Vets should be used to support the Battlestation against infantry,
while Bazooka Vets on the Frontier side should focus on the defensive towers
and Heavy Tanks.
Be careful with the AA Vehicles, they are vital to the protection of the
Battlestation. Keep them behind it.
Destroy the Fuel Storage Tank, and get ready to head down the hill to complete
the main objective. Be sure to repair your Battlestation and AA Vehicles by
collecting the Blue Jerry Cans from the destroyed Heavy Tanks around the Fuel
Storage Tank.
2.) THE THREE AA TOWERS
The Tundran player should focus on destroying the Heavy Tanks that are at the
area coming up. Meanwhile the Frontier player should focus on Gunships, still
announced each time they come in. The Bazooka vets are very helpful against
the Heavy Tanks as well, where the mortar vets should target the Xylvanian
Infantry stationed around and between the AA Towers. Wipe out the Xylvanian
forces first, then focus on the towers. However, if you want a speed bonus,
After the Heavy Tanks are destroyed, just let the Battlestation target the
AA Towers, as the infantry can't do much to hurt it.
This may hurt your Power score however, so a better method would be to let
the Bazooka vets destroy the AA Towers while the Battlestation and Mortar Vets
destroy the Xylvanian Infantry.
The part with these units will now end, and you will switch over after the
cutscene.
3.) THE MINING SPIDER
Both teams will now have three fighters and two bombers at their disposal.
The Bombers are vital to the success of both final objectives. The fighters
are to cover the bombers against enemy fighters.
This part is generally considered very hard. The Mining Spider can take a
fair amount of bomber volleys, and two Dreadnoughts come in to support it
with their own AA fire. If you are not too concerned about speed, then take
the time to destroy the Dreadnoughts first, and ensure the fighters keep
destroying enemy fighters, then do single bombing runs, while putting your
other bombers in a safe place to fly in circles. Be sure you are commanding
the bomber so you can make evasive manuevers when needed.
It helps if your partner and you do bombing runs at the same time to minimize
damage from all the mining spider guns, they can only focus on one at a time.
After the mining spider is destroyed, a cutscene will happen and be ready for
the final objective.
4.) THE BATTLESTATIONS
Now it's your turn to destroy Battlestations, rather than protect them.
You have a time limit of sorts here, which is until the Mausoleum is destroyed
by the Battlestations which are en route. Be wary of their positions at all
times, and if they announce the Mausoleum is taking damage, be sure to
eliminate the immediate threat.
There are two ways to go about doing this.
1.) You and your partner can focus on one Battlestation at a time. It will
destroy it quicker, but give the other Battlestations more time to get closer
to the Mausoleum.
2.) Bomb each Battlestation at the same time. You and your partner can spread
bombs on every Battlestation, weakining them all slowly at the same time. By
the time they reach the Mausoleum, they will either be destroyed or very close
to being destroyed.
3.) Both. Your partner focuses on one Battlestation while you go around
weakining the others. When your partner is done, they move to the next one and
focus as you keep going back and forth. Eventually, you two will be focusing
on the same one.
The third is usually the preferred choice. There are other methods not listed
here, but these are the three commons ones. Be sure to use fighters to fend
off any air threats to the bombers, if you have any remaining. If not, you
could always try the odd method of bombing a fighter, but this is very hard
to pull off, and you would be better off just trying to dodge missiles while
continuing to bomb the Battlestations.
If you get stuck with fighters, try your best to volley the Battlestations
as much as you can, but this method may not be too effective.
Be sure to use the Minus (-) button on the Wiimote to check for the positions
of enemy Battlestations!
After they are destroyed, the mission is complete. Good work!
*************STORM THE BEACHES [STB]*************
TUNDRA AND SOLAR EMPIRE
TUNDRAN STARTING UNITS:
2 BATTLESHIPS
SOLAR EMPIRE STARTING UNITS:
3 GUNSHIPS
OBJECTIVES:
-Defend Solar Empire Landing Ships
-Destroy Sea Forts
AFTER OBJECTIVES ARE COMPLETE:
SOLAR EMPIRE UNITS:
4 GRUNTS
5 ANTI-AIR VETS
3 GUNSHIPS*
SOLAR EMPIRE POWs:
3 BAZOOKA VETS [First POW camp]
3 ANTI-AIR VETS [Second POW camp]
TUNDRAN UNITS:
4 GRUNTS
5 MORTAR
2 BATTLESHIPS*
TUNDRAN POWS:
3 FLAME VETS [First POW camp]
3 MORTAR VETS [Second POW camp]
*carry on from last objective
OBJECTIVES:
-Capture Anglo HQ
SECONDARY OBJECTIVES:
-Rescue POWs
STRATEGIES:
AS SOLAR EMPIRE:
-You have Gunships, a very versatile unit. Be sure to not carelessly lose them
to enemy AA Fire.
-You will have the Anti-Air capability, so use this appropriately to destroy
enemy Bombers.
-You also have Anti-Armor capabilities after the First POW camp, use this on
the vehicles!
AS TUNDRA:
-You have two Battleships at your command, use this to constantly support
the assault forces that are inland by wiping out defenses and other vital
enemy units from afar. They can reach most points of the level due to the
body of water running alongside the land.
-You have Anti-Infantry units, use them to your advantage to help your partner
who specializes against Air and Vehicles.
NOTE: This is "two step", however, you retain your units from the last round,
and instead get more added.
WALKTHROUGH:
1.) THE LANDING
The Tundran Battleships should focus on the enemy Battleships, while using
the Solar Empire's Gunships as support. You should be able to take the
Battleships down with ease, and then turn your attention to the Sea Forts.
You should not have any casualties, and make a safe landing on the beach
with both transports intact.
2.) THE FIRST POW CAMP
Heading toward the first POW camp, use the basic strategies listed above, as
it is pretty much a road that requires you to use Team specialties. The Tundra
player should wipe out enemy defenses with their Battleships, and the Solar
Empire player should send in Gunships only after all Anti-Air threats have
been ereased.
The Tundran player should focus on defending the Solar Empire's units from
enemy infantry, as the Solar Empire should protect Tundran troops from Air.
Vehicles can be taken out with Battleships and Gunships.
After liberating the first POW camp, the Solar Empire now has Anti-Armor
capability, and Tundra has Flame Vets to increase their Anti-Infantry power.
3.) THE SECOND POW CAMP
From the First POW camp, exit through the only other way, and be sure to take
out the Bomber. This is one of the few areas I believe the Battleships cannot
reach, so be careful!
After exiting the second fortified zone, there should be a straight road to
the Anglo HQ, with a POW camp on the right side.
Liberate the POW camp to add Mortar Vets to the Tundran team and Anti-Air
vets to the Solar Empire. Be sure to take out enemy Artillery with the Tundran
Battleships, or Gunships, but Gunships are a slight problem due to enemy
Anti-Air.
4.) THE HQ
Climbing the hill is not too much of a challenge, be sure the Tundran player
is using the Battleship to constantly bombard the HQ area, and Mortar Vets to
flush the enemy infantry out in the open where they can be easier to take
down. This should be more of the Tundran player's duty, while the Solar Empire
player needs to focus on vehicles with their Bazooka vets.
Capture the flag, the day is yours. :)
=================================================
ASSAULT [AST]
=================================================
WHAT IS IT?: Assault puts you against another player. One player defends
certain locations, while the other player attacks with the aim to capture them.
Both teams will have different units. There are usually multiple objectives
for the attacker, such as capture points, eliminating certain targets, etc.
There is a time limit for the attacker, and they must fulfill their objectives
within that time, or else the defender wins. Each objective that is fulfilled,
the "supply point" moves up for the attacker, and falls back for the defender,
allowing the attacker's reinforcements to appear closer to the objectives
than before.
HOW DOES MY RECORD APPEAR?: As "Wins and Losses." It will keep track of your
progress. If the opposing player quits, it is a win as well.
Below are the objectives, units [for both sides] for the Assault levels.
Remember that attackers have to complete objectives in order, and defenders
only defend the current objective.
The number after the name (For example: 4 GRUNTS [10]) means their respawn
time, specific to that level. Some will be the same across the levels, others
are different.
Some terminology for Assault mode:
ATTACKER: The one who has to complete the objectives in order within a time
limit. They will lose if they do not complete the objectives on
time.
DEFENDER: The one who simply has to defend the objectives for the amount of
time.
SUPPLY POINT: Where units spawn. The Attacker always starts off with only
one supply point at the starting of the level, where the
Defender has one located near every objective. Every time the
Attacker completes an objective, their supply point "moves up."
This means they claim the supply point that was near their
objective, and next time a unit respawns, it will be closer to
the next objective. For the Defender who lost the supply point,
their units will arrive at the next closest point.
RESPAWN TIMES: The time it takes for a unit to respawn (come back.)
****GENERAL STRATEGIES FOR THE DEFENDER [GSD]****
DESTROY THEIR VITAL UNITS: The attacker generally gets units that will be of
danger to some units you possess (such as Anti-Air
Vets while you have a Gunship.) Use the necessary
methods to eliminate the dangers.
TAKE CARE OF YOUR UNITS: Even though they do respawn, a slip up could cause
an objective to be lost, pushing you back farther.
It is easy to lose the vital units in the midst of
combat, be sure to know where they all are and what
they are up against.
HIT THEM HARD AND EARLY: The attacker will only have one spawn point at the
beginning, and it will be easier to handle if you
keep pounding. However, do not lose sight of what you
are supposed to be defending.
DELAY THEM: Try to do anything it takes. They are fighting against the time,
and for every second they lose, the better it is for you. Use
tactics that may not necessarily destroy them fast, but will delay
them, such as sending units in single file rather than a large
group, or using hit and run tactics.
USE THE MAP: The Minus (-) button will allow you to keep track of every single
movement the enemy is making! Be weary of sneak attacks!
PERSISTANCE: If you are down to the last objective (usually defending the HQ),
never give up hope! Even if they are raising the flag, do
everything you can to disrupt the capture. It works a lot of the
time, as the game is usually nearing its end by that point. A
small delay may cause a close victory.
****GENERAL STRATEGIES FOR THE ATTACKER [GSA]****
DEFEND YOUR VITAL UNITS: Usually when a mission emphasizes the importance of
a unit (Battleship, Battlestation), it will be a
prime target of the enemy. Prioritize these units.
ATTACK WITH APPROPRIATE UNITS: While it is good to be able to send waves of
units to overpower the enemy, take care to
micromanage units appropriately to take out
targets more efficiently. As you are racing
against the time, you cannot afford to wait
for a unit that may have been lost and needed
to respawn, where as the Defender would be
enjoying delaying your time.
BE SWIFT: You are against the time, the Defender is not. They will do
everything in their power to delay you, and you should be ready to
counter appropriately.
TACTICS: Create a diversion. Most of the time, the Defender is not looking at
the map when in combat. Send in a force, and send another force in
another direction, and do a two-pronged attack. This would force
the Defender to either handle both at the same time, or divert their
forces to the bigger threat. Be sneaky!
OBJECTIVES: Be persistent about destroying these! If all hope is lost, try
to damage your objective as much as possible before your units go
down. Eventually, your supply point will move up, which will be
vital in the long run.
CAPTURING: Do not let go of that flag! Always be capturing with your infantry
if there are vehicles to cover them. If not, always let the weakest
do the work and the others serve as distractions. If all eyes are
on the units capturing, your stronger units will have a chance to
easily take out the units bothering your capturers. The Defender
cannot attack two targets at once.
*************STORM THE PALACE [STP]**************
XYLVANIA VS WESTERN FRONTIER
TIME: 6:00
XYLVANIAN [ATTACKER] UNITS:
6 GRUNTS [10]
3 ASSAULT VETS [30]
3 BAZOOKA VETS [30]
2 LIGHT TANKS [30]
1 GUNSHIP [40]
OBJECTIVES:
-Destroy Radar Array
-Capture HQ within the Palace
WESTERN FRONTIER [DEFENDER] UNITS:
6 GRUNTS [10]
3 BAZOOKA VETS [30]
1 FLAME VET [30]
1 LIGHT TANK[30]
1 AA vEHICLE [30]
WESTERN FRONTIER DEFENSES:
8 MG NESTS [N/A]
2 AA TOWERS [N/A]
2 AUTO GUNS [N/A]
OBJECTIVES:
-Defend Radar Array
-Retreat and Defend HQ
DEFENSIVE STRATEGIES:
Defending Radar Array:
-Use the MG Nests to your advantage during the first objective. They will
provide useful cover fire for your units combatting the Attackers outside
of the first objective.
-Keep your AA Vehicle in the back; it is likely the Attackers will be aiming
for it to enable their Gunships to be able to enter the fray.
-Keep the Light Tank behind your troops, opposite of the usual. The Attacker
has many Anti-Armor units, and some only anti-armor. They would be forced
to run Bazooka vets through your troops first, and with your flame Vet and
6 grunts, would have a hard time.
-The nearby spawn point, while it is good at this point to bring everyone
back one by one, it may be safe to gather while the MG Towers temporarily
hold them off.
Defending HQ:
-It is best to surround the flag with infantry as your AA vehicle sits behind
and Light Tank patrols the entrance ways. If the area around the flag is
full, put your other troops on stand by. It is likely they will get hammered
pretty hard if they are near the entrance ways.
OFFENSIVE STRATEGIES:
Attacking Radar Array:
-Focus on what's in front of you, not in the back. If the enemy has their AA
Vehicle behind their lines, do not attempt to take it down to give your
Gunship room. Instead, take out the troops and Tank that are likely in front.
-If you find yourself fighting in the MG Towers, do NOT retreat, as the
Defense has nothing to lose by not following up your retreat. All you do is
lose time.
-Try to manuever the Gunship around the enemy. I usually take out the first
objective with a sneaky Gunship as the Defender is usually in the midst of
battle with my main forces. If the Gunship is locked onto, fly low, the
missiles are easier to avoid then you think.
Attacking the HQ:
-With the Supply Point moved up to the Array, your units can be more
organized before assaulting the HQ.
-Take a look at the mini-map if the time is avaliable, and observe the set
up of the enemy. If they surround their flag with infantry, then it would
be best to tell Anti-Armor units to destroy the Anti-Air, and then bombard
the capture point with Gunship fire. It is likely it will get multiple
troops.
-Persist when capturing the point, and keep pumping the soldiers in while
making sure the AA Vehicle and Tank stay dead.
**********DESTROY ALL TUNDRANS [DAT]*************
XYLVANIA VS TUNDRA
TIME: 10:00
XYLVANIAN [ATTACKER] UNITS:
5 GRUNTS [10]
4 ASSAULT VETS[30]
3 BAZOOKA VES [30]
2 ARTILLERY [30]
1 AA VEHICLE [30]
OBJECTIVES:
1-Destroy Tundran Bombers
2-Destroy Radar Arrays
3-Capture HQ
TUNDRAN [DEFENDER] UNITS:
5 GRUNTS [10]
2 FLAME VET [30]
2 LIGHT TANKS [30]
1 GUNSHIP [30]
TUNDRAN DEFENSES:
4 MG TOWERS [N/A]
2 AUTOGUNS [N/A]
OBJECTIVES:
1-Defend Bombers
2-Defend Radar Arrays
3-Defend HQ
DEFENSIVE STRATEGIES:
Defending the Bombers:
-The Bombers are many, but their armor is relatively low. Be careful to
confront the attackers outside of the Airbase, and try not to bring the fight
inside; otherwise the Attackers have a shot at the Bombers as well as your
units.
-Remember to use the general strategy of using appropriate units on
appropriate targets!
-Another problem is the enemy Artillery, which can hit the objectives at a
great distance. Be sure to constantly knock it out with your light tanks
or a Gunship!
Defending the Radar Arrays:
-This is the same tactic as above, if possible, confront the enemy outside of
the area where the objective is. Be weary of any unit that may be taking
advantage of you being distracted with the fighting. Always check that mini
map to be sure nothing is off and all enemy units are accounted for!
-Keep the enemy Artillery in mind, due to their great range, they are a
threat.
Defending the HQ:
-Same rules apply as usual when defend the HQ. That is, if the enemy is
capturing it, be sure to disrupt their capturing efforts, to delay them as
much as possible. Usually in the average match, the time is running out by
this time, and any delays will be beneficial. Keep using your Light Tanks
to bombard the flag if enemy units are capturing it. It will scatter them.
-Position your own troops around the flag, but not too close or else enemy
fire will damage all troops at a time.
OFFENSIVE STRATEGIES:
Attacking the Bombers:
-Try to take the fight to inside the Airbase, as it is hard for the defender
to manage holding off the attack as well as protecting their bombers. Use
the Artillery unit from afar, guarded by the AA Vehicle, while the infantry
serve as a distraction against the defense.
-While the above strategy is going on, take command of a single Bazooka Vet
to sneak around and start destroying the Bombers from positions that will
require the defense to move to be able to hit you. This will cause their
units to split while your Artillery can still be firing and your units being
able to disrupt their numbers with ease.
Attacking the Radar Arrays:
-The same strategy as above applies. However, it is a bit harder to sneak
around here as done with the bombers. Be careful about the enemy Gunship, and
guard your Artillery appropriately.
Attacking the HQ:
-If the enemy has infantry around the flag, bombard them with the Artillery.
Use Bazooka Vets on the tanks, and Assault Vets on the infantry. Be sure
to spread your own units, and take down the Gunship when it reappears.
-When capturing the flag, position your Artillery so they can fire on Light
Tanks with the Bazooka vets to take them down swiftly. Place the AA Vehicle
behind them to take down the Gunship.
-Be persistent in capturing!
******************ARMADA [AMA]*******************
SOLAR EMPIRE VS ANGLO ISLES
TIME: 10:00
SOLAR EMPIRE [ATTACKER] UNITS:
1 BATTLESHIP [30]
1 FRIGATE [20]
2 GUNSHIPS [20]
OBJECTIVES:
-Destroy Sea Fort
ANGLO ISLES [DEFENDER] UNITS:
2 BATTLESHIPS [30]
1 FRIGATE [20]
3 SUBS [20]
ANGLO ISLES DEFENSES:
2 SEAFORTS [N/A]
OBJECTIVES:
-Defend Sea Fort
AFTER SEA FORTS ARE DESTROYED:
SOLAR EMPIRE [ATTACKER] UNITS:
5 GRUNTS [10]
2 ASSAULT VETS [20]
2 BAZOOKA VETS [20]
2 LIGHT TANKS [20]
OBJECTIVES:
-Destroy Lighthouse Generator
-Capture HQ
ANGLO ISLES {DEFENDER] UNITS:
1 HEAVY TANK [20]
5 GRUNTS [10]
2 FLAME VETS [20]
ANGLO ISLES DEFENSES:
2 MG TOWERS [N/A]
2 AUTOGUNS [N/A]
OBJECTIVES:
-Defend Lighthouse Generator
-Defend HQ
Note: This is a "two step" mission, where the first objective is completed
with units you will not have in the second step. This goes for both sides.
DEFENSIVE STRATEGIES:
Defending the Sea Fort:
-The enemy units respawn really quickly, so do your best to distract them from
the sea forts as much as possible. Be in command as the frigate, as Gunships
can easily manuever around the Sea Forts and out of range of your Frigate.
Take down the Battleship with your Subs and your own battleship.
-The Sea Fort can defend itself. It is better to reinforce it, but if enemy
units are too spread, be sure to destroy what you think is the most
threatining target out of the enemy player's team.
-Take out the enemy Frigate with your Battleship, then take out their
Battleship with your Submarines. Do it quick, as your Frigate will be
targetted to give the enemy Gunships room.
Defending the Light House Generator:
-You will have a Heavy Tank and Flame Vets. Use grunts as a distraction while
your flame vets eliminate enemy infantry, and your heavy tank destroys the
enemy light tanks. Keep respawn times in mind.
-Keep the fighting at the bottom of the hill. You do not want enemies near the
generator, as it can take damage easily from stray fire.
Defending the HQ:
-Your last spawn point is way out there. Be sure to use this as an advantage
rather than a disadvantage. Block the bridge to your HQ with all your units
and be ready to hold back constant Solar Empire advances. If you lose the
bridge, your units will have to attack the Solar Empire from behind, and they
can have an easy way to capture your base while they delay you with their
own forces on the bridge.
-While defending the bridge, put the heavy tank near the HQ as a last resort
while troops handle the bridge. With your troops respawning, you will
eventually surround enemy forces on the bridge from both sides.
OFFENSIVE STRATEGIES:
Attacking the Sea Forts:
-Use your Battleship solely to destroy the enemy Frigate. The enemy is
powerless against your Gunships without it.
-Use your Frigate to protect your Battleship as it takes down the enemy
Frigate. Destroy the submarines before they do too much damage, or else the
enemy Battleship can destroy your Battleship with ease.
-Use your Gunships and circle around the Sea Forts to avoid enemy Frigate
fire.
Attacking the Light House Generator:
-The enemy spawn point is before the Generator itself. Focus on getting all
your units up to the generator area, then start fighting enemy units. Once
up there, divert some units to destroying the generator, while the rest
distract the enemy.
-Beware of the Heavy Tank, it can take down the two Light Tanks relatively
easily.
Attacking the HQ:
-Be swift to the enemy HQ. Their supply point is before the bridge, and it
will take them just as long to cross. Destroy units on your way, and let
them respawn behind you.
-Start capturing the HQ, and defend the bridge as if the HQ was yours to hold
off enemies from stopping you from capturing their flag.
****************ACES HIGH [ASH]******************
WESTERN FRONTIER VS TUNDRA
TIME: 8:00
WESTERN FRONTIER [ATTACKERS] UNITS:
2 FIGHTERS [15]
OBJECTIVE:
-Destroy Barrage Balloons
TUNDRA [DEFENDERS] UNITS:
2 FIGHTERS [15]
TUNDRA DEFENSE:
7 BARRAGE BALLOONS [N/A]
3 TURBINES [N/A]
OBJECTIVE:
-Defend Barrage Balloons
AFTER FIRST OBJECTIVE:
WESTERN FRONTIER [ATTACKERS] UNITS:
2 FIGHTERS [15]
1 BOMBER [15]
OBJECTIVE:
-Destroy Turbines
TUNDRA [DEFENDERS] UNITS:
2 FIGHTERS [15]
TUNDRA DEFENSE:
3 TURBINES [N/A]
OBJECTIVE:
-Defend Turbines
AFTER SECOND OBJECTIVE
WESTERN FRONTIER [ATTACKERS] UNITS:
4 BAZOOKA VETS [30]
5 GRUNTS [10]
2 FLAME VETS [30]
1 BOMBER [15]
REINFORCEMENTS [IF HELIPAD IS CAPTURED]:
4 GRUNTS [10] (Total of 9)
OBJECTIVE:
-Capture HQ
TUNDRA [DEFENDERS] UNITS:
5 GRUNTS [10]
4 ASSAULT [30]
1 LIGHT TANK [15]
1 AA VEHICLE [30]
REINFORCEMENTS [IF HELIPAD IS CAPTURED]:
4 GRUNTS [10] (Total of 9)
OBJECTIVE:
-Defend HQ
Note: This is another "two step" level. After the first objective, some of your
units will not carry over.
DEFENSIVE STRATEGIES:
Defending the Barrage Balloons:
-There are seven of them. Be sure to take out enemy Fighters as often as
possible. This is done by getting behind them and firing a couple of volleys,
they are taken out with relative ease.
-Remember to constantly roll to dodge enemy missiles, the longer you preserve
your Fighters the better.
-Be careful of obstacles! I find myself rolling into stuff a lot and losing
a fighter. :(
Defending the Turbines:
-Focus on the bombers! As they are the key for the enemy destroying the
Turbines. If you can take the fighters out, all the better, but make the
bombers priority.
-Try to make sharp turns to maximize the amount of times you fire at a bomber
in a short amount of time.
Defending the HQ:
-The reinforcements are four grunts, if you feel like risking your troops to
take the Helipad, do so. However, the enemy will likely run for it too, so
aim at the Helipad and be ready to constantly destroy their infantry.
-The biggest problem here is the fact the respawn point is at the end of a
road away from the HQ. Each time a unit is lost, they have to treck all the
way back to the flag.
-Use the AA to take out the Bomber!
-Use the Light Tank to constantly spread enemy infantry off from capturing
the flag.
-Assault Vets should support the Tank in disrupting enemy infantry. Use your
grunts to retake the flag each time you get the chance.
OFFENSIVE STRATEGIES:
Destroying Barrage Balloons:
-Its a good idea to command a fighter and destroy enemy fighters, while your
other AI controlled fighter takes out the Balloons. Feel free to fire at
any balloons in the way, though.
-Be careful not to crash into obstacles! :(
Destroying the Turbines:
-Take control of the bomber, and be sure that your Fighters are with you to
defend you.
-Slow down when bombing to ensure all bombs hit their target.
Attacking the HQ:
-You could rush to the Helipad to get four more grunts which would aid your
capturing effort, but it's best to confront the enemy first.
-Take out the enemy AA Vehicle and let your Bomber loose to wreak havoc.
-Remember the enemy spawn point is farther away than yours, use this to your
advantage when capturing.
-If the enemy is retaking the flag, bomb the area with the bomber!
-Try to defend the area in the direction of the enemy supply point to ensure
your capturing efforts can continue.
*****************COLD WAR [CDW]******************
XYLVANIA VS TUNDRA
TIME: 8:00
XYLVANIA [ATTACKER] UNITS:
7 GRUNTS [10]
4 ACID GAS [30]
3 ANTI AIR VETS [30]
1 HEAVY TANK [30]
1 BATTLESHIP [55]
OBJECTIVES:
1-Destroy Concrete Barricade
2-Destroy Three Fuel Storage Tanks
3-Capture HQ
TUNDRA [DEFENDER] UNITS:
6 GRUNTS [10]
3 ASSAULT VETS [30]
2 BAZOOKA VETS [30]
2 ARTILLERY [30]
1 BOMBER [40]
TUNDRAN DEFENSES:
5 MG TOWERS [N/A]
1 RPG TOWER [N/A]
2 AUTOGUNS [N/A]
OBJECTIVES:
1-Defend Concrete Barricade
2-Defend Fuel Storage Tanks
3-Defend HQ
DEFENSIVE STRATEGIES:
Defending the Concrete Barricade:
-What you have to worry about here is the Heavy Tank and the Battleship, both
which can be dealt with a Bomber. Use your Assault Vets and Artillery to
take out the enemy Anti-Air Vets, and the Bomber can destroy the Battleship.
The enemy Battleship has a length respawn time, as does the Heavy Tank. In
this time, ensure Artillery destroys the rest of the units, and it should
not be a problem.
Defending the Three Fuel Storage Tanks
-The same strategy as above. Take out the Heavy Tank, and especially the
Battleship! All fuel tanks are in it's range.
-Concentrate fighting outside of the zone to avoid damage.
Defending the HQ:
-The enemy Battleship is not as much of a problem here. Focus the bombing
efforts on the numerous infantry.
-Use artillery to damage capturing efforts as well as the Heavy Tank. Use
your Bazooka Vets to harass the Heavy Tank, and the Assault Vets to kill
off troops.
OFFENSIVE STRATEGIES:
Attacking the Concrete Barricade:
-The Battleship is important, and it takes a long time to respawn! Be sure to
defend it from Artillery fire, and especially the Bomber!
-Be wary of your AA Vets, they will be a prime target as they can defend
against the bomber. Rush forward with the Heavy Tank and your troops to
quickly destroy enemy Artillery before they can do serious damage to your
AA Vets and other troops. Use the Battleship to support.
-Let the Battleship focus on the Barricade as the Heavy Tanks and troops
destroy enemy units.
Attacking the Fuel Storage Tanks:
-The main force should concentrate entering the field with Fuel Storage Tanks,
the Battleship should immediately begin firing at them, as they are all
within the range.
-The Anti-Air Vets should look out for the Bomber which will likely attempt
to destroy the Battleship. The Heavy Tank can destroy the Artillery units
that will be firing from afar. The Battleship should be able to do damage
to them, too. If commanding the Battleship, it is easy to avoid enemy
Artillery fire.
Attacking the HQ:
-With the amount of grunts at your disposal, focus on capturing the flag. The
Heavy Tank should focus on destroying the Artillery and Assault Vets which
may hinder your capturing progress, and the AA Vets should worry the most
about the bomber.
************LIGHTNING STRIKE [LSE]***************
IRON LEGION VS SOLAR EMPIRE
TIME: 10:00
IRON LEGION [ATTACKERS] UNITS:
5 GRUNTS [10]
5 ASSAULT VETS [30]
1 BATTLESTATION [45]
2 FIGHTERS [30]
5 MORTAR VETS (Gained by rescuing from POW camp) [30]
OBJECTIVES:
-Destroy Forcefield Generators
-Destroy Solar Panels
-Capture HQ
BONUS OBJECTIVE:
-Rescue Five Mortar Vets
SOLAR EMPIRE [DEFENDERS] UNITS:
1 HEAVY TANK [40]
7 GRUNTS [10]
4 BAZOOKA VETS [30]
3 ANTI-AIR VETS [30]
2 GUNSHIPS [30]
SOLAR EMPIRE DEFENSE:
5 AA TOWERS [N/A]
4 AUTO-GUNS [N/A]
7 RPG TOWERS [N/A]
1 MG NEST [N/A]
OBJECTIVES:
-Defend Forcefield Generators
-Defend Solar Panels
-Defend HQ
DEFENSIVE STRATEGIES:
Defending the Generators:
-The Battlestation is emphasized for a good reason. Use the Heavy Tanks to
take out the Battlestation with the help of Gunships. The enemy fighters
should be taken out with AA Vets to give your Gunships an easier time. It
is likely the enemy player will be within the Battlestation, and they will
usually aim for the Heavy Tank. In this case, use the four Bazooka vets to
help take it down as well.
-As for the grunts, use them to help support against infantry. Fight far from
the Generators, in case the Battlestation feels like firing at them.
Defending the Solar Panels:
-There are several, harder targets than the generators. Fight at where the
Generators used to be, it makes a good choke point and forces the enemy
to fight you there, first. Fly your Gunships low as the Fighters will have a
hard time trying to hit you as you fire at the Battlestation.
Defending the HQ:
-The same tactics as all HQ defense here. Be sure to use the tanks to spread
enemy infantry away from the flag by firing at it, and use your grunts to
take it back when they have the chance. Station the AA Vets behind the Heavy
Tank to take out the fighters so the Gunships can be used for support.
Watch out for the Battlestation, and use the same tactics to take it down as
before.
OFFENSIVE STRATEGIES:
Attacking the Generators:
-The Battlestation is the main unit. If it is destroyed, it will take 45
seconds to come back, and it will be announced upon it's return. Be weary
of the enemy Gunships and Bazooka Vets. Use your units to take out Anti-Air
Vets, then take out the Gunships. With the Gunships gone, it is easier to
deal with Bazooka Vets and the Heavy Tank.
-As enemy forces will be dealing with your Battlestation, use your own
infantry to take theirs out.
-Occassionaly fire at the Generators if you are having trouble getting to
them. Try getting closer and closer, pushing the enemies to the wall.
Attacking the Solar Panels:
-Do not get stuck in the gates the Generators used to be, try to take the
fight right into the field where the solar panels are located. The same
tactics apply: Take out Gunships with Fighters, take out AA Vets with
Assault and Battlestation, and take out the Heavy Tank with the Battlestation
as infantry deal with the Bazooka vets.
-Try driving the Battlestation around behind the objectives, it gives it
slightly more time and secondary gunners will fire at the objective.
Attacking the HQ:
-As usual, watch out for Gunships and the Heavy Tank. Destroy them so they
do not disrupt your capture efforts. Only capture with grunts, as the Assault
Vets are needed to fend off the enemy AA Vets and Bazooka Vets.
-Be persistent, as usual with the general assault strategies!
=================================================
SKIRMISH [SKR]
=================================================
WHAT IS IT?: Skirmish games are where you and another player are put against
each other, this time with the simple goal of earning more points than the
other in a certain amount of time. Both teams have the same amount of units to
start with, but it can differ depending on which players control certain
capture points that will reinforce them.
HOW DOES MY RECORD APPEAR?: As "Wins and Losses," much like Assault mode.
NOTE: Refer to the UNIT INFORMATION [UIN] section of the guide to get
the point values, respawn times, and other information on the units.
Some terminology for Skirmishes:
UNITS = The units that are avaliable to you at the start of the mission. If
something needs to be captured to earn the unit, it will be stated.
TIME = The amount of time you have to earn more points than your opponent.\
POINTS = The amount of points gained per unit destroyed.
BONUS POINTS = There are two: "First Strike" Bonus, worth 25 points. The
second is "Player" Bonus, worth 10 points. "First Strike"
is awarded when you get the first points in a round. "Player"
bonus is a bonus awarded when you destroy a unit the opposing
player was commanding directly. "First Strike" can only be
awarded once. The "Player" Bonus can be awarded indefinitley,
as long as the Player unit is downed.
CAPTURE POINTS = Places (such as factories, airbases, etc.) that can be
captured. These will reinforce you with new units. If two of
the same type of area are captured, your respawn time for
units of that facility are cut in half!
RESPAWN POINTS = Places units will come back from (infantry from HQ, Tanks
from factory, etc.)
************GENERAL STRATEGIES [GSS]*************
FIRST STRIKE: Be the one to get the first strike on the opponent. It is a
bonus worth 25 points, serving well in the early game.
PLAYER BONUS: Always destroy the unit the player is handling, especially when
they are in a target worth a lot of points. They add 10 points
to the overall value of a unit, and that adds up pretty quickly.
If you are a player unit, and you are about to be killed and/or
destroyed, quickly switch to another unit so the opponent does
not gain the additional 10 points. It helps in the long run. :)
CAPTURE!: Try to get as many facilities as possible! Reinforcing your army is
key. Most maps feature symmetrical bases, meaning both teams have
an equal chance of capturing their respective areas. However, most
maps also come with a third, "central", capture point, that usually
only one team can claim.
TAKE CARE OF YOUR UNITS: The units worth a lot of points are definitely big
targets. Use them wisely, defend them appropriately.
DEFENSIVE: It's always nice to be in a field of your own MG/RPG Towers. ;)
WATCH THE TIME: It will be a good indicator of how you are doing points wise
and whether the enemy has a chance of catching up. If you are
the one with the fewer points, take a breather to get your
units back, and quickly launch a swift assault, prioritizing
the big targets and player targets to add to your score
quickly and hopefully losing only the small valued units of
your own.
SURPRISE: On some maps, try not to use a predictable tactic (even though some
are predictable for a good reason!) Doing some of the most odd
things gains interesting responses! [Such as bombing a bomber, or
shooting a Gunship down with a Tank, etc]. I would not recommend
you prioritize this strategy, but it's something fun that I do every
once in awhile that catches the opponent off guard. :D
THE MAP: Minus (-) on the Wiimote is your friend. It will show you everything
the opponent is up to. You would not want a sneak attack on you, now,
would you?
*****************MELEE [MLE]********************
SOLAR EMPIRE VS IRON LEGION
TIME: 4:00
UNITS:
3 GRUNTS
2 BAZOOKA VETS
1 FLAME VET
1 HEAVY TANK
DEFENSES:
6 AUTO GUNS [Located at HQ]
RESPAWN POINTS: One Factory [Uncapturable], One HQ
DESCRIPTION: A map that depends more on leadership than the units and obstacles
avaliable. There is hardly any cover, and the bases are relatively close to
each other. The shorter time limit calls for direct confrontation.
STRATEGIES:
-With the low amount of time, the First Strike and Player Bonuses are vital,
as well as the destruction of the enemy Heavy Tank.
-I see a lot of players retreat to their base, in order to be in the more
secure area in a field of their own Auto-Guns. You can do two things:
1.) Also retreat to your own base. Now it's just a matter of waiting to see
who gives in and starts attacking first. This can backfire, however, if
they send one unit in who gets a point, and then proceeds to retreat
back to their base without you destroying them due to time ending. You
should be the one doing that attack if it comes down to both retreating.
2.) Follow them. Be sure to use caution and tactics to hit them hard. Once
you have more points in the assault, begin a steady retreat, and they
will be forced to follow you to your base with fewer units. Now you
have the upper hand in both score and units, as well as being in a field
of your own Auto-Guns with the time almost up.:)
***********EXCHANGE OF FIRE [EOF]**************
WESTERN FRONTIER VS XYLVANIA
TIME: 8:00
UNITS:
1 DREADNOUGHT
1 FRIGATE
2 SUBMARINES
1 BOMBER
DEFENSES:
2 NAVAL GUNS
3 AA TOWERS
1 RPG TOWER
RESPAWN POINTS: One Airfield [Uncapturable], One Naval Yard [HQ]
DESCRIPTION: A naval map. Two bases split by a giant structure in between
them. Bases have three AA towers, two Naval guns, and one RPG tower each. This
map calls for Naval strategies.
STRATEGIES:
-Destroy those Naval Guns! They are 200 points each!
-Once the enemy frigate is destroyed, IMMEDIATELY send in your Bomber to begin
bombing the Naval guns. It takes about three to four volleys to destroy one,
and the frigate usually is back by that time. Do not worry about the AA
Towers, as they will not do siginificant damage to your Bomber.
-Alternatively, in the midst of battle, you can send your Bomber on a wide
route to avoid the eyes of the enemy, and come around back to bomb the Naval
Guns.
-An easy first strike is taking out the RPG Tower that is close to your base
with either the Dreadnought or the Bomber.
-An easier first strike is taking out the person using the above method with
a Frigate sitting next to said RPG Tower. :)
-Subs on Dreadnought, Frigate on Subs, Dreadnought on Frigate. Rock Paper
Scissors! However, the Dreadnought can do massive damage to the other
Dreadnought as the Frigate can destroy the bomber.
-The Frigate is the fastest ship. It is the best to be commanding, as it is
speedy and can issue orders quickly. It can also detect/target submerged
submarines, making it an ideal command unit.
-Fight in the open seas, as strange as it sounds, if you do come out to be the
loser of a Naval battle, the enemy will be in your base with an easy chance
to take out your defenses, and more importantly, Naval Guns. When fighting
out in the middle, your units have a high chance of respawning by the time
enemy units work their way to the base.
-Try to push the enemy back to their base, as the above strategy will be
harder for them to pull off.
*************BORDER PATROL [BRP]***************
WESTERN FRONTIER VS TUNDRA
TIME: 8:00
CAPTURE POINTS: Two Airfields
UNITS:
5 GRUNTS
2 BAZOOKA VETS
1 ANTI AIR VET
1 GUNSHIP [After Airfield is Captured]
1 HEAVY TANK
DEFENSES:
8 AUTOGUNS [6 at HQ, 2 at Factory]
RESPAWN POINTS: Airfields, Factory [Uncapturable], HQ
DESCRIPTION: Exactly as the title suggests. Two bases located on opposite
sides of a body of water. Two bridges connect both bases. There is one airfield
on each side for capture.
STRATEGIES:
-Capture the Airfield! The Gunship is a valuable unit, as it is not limited
by obstacles, and can damage both Infantry and Vehicles alike.
-Be wary of the enemy Anti-Air Vet. However, skilled Gunship pilots can
destory the single Anti-Air Vet without taking much damage at all, leaving
the enemy Heavy Tank and other units open to oncoming fire from the Gunship,
usually giving the player a huge advantage.
-Most fighting takes place in the two Airfields, and most units will be
crossing the bridge between them. Don't forget there is another bridge that
can be crossed, and sometimes a good place for a sneak attack. :)
-The Gunship can cover both bridges, where an Anti-Air Vet can only be in
one place and have a hard time covering the other.
-Harrasing the enemy with the Gunship is key to this level. If the enemy sends
their Gunship against yours, try flying higher than it to shoot downward,
and/or lure it to your area for your Anti-Air vets to fire at it.
-If you are skilled enough, the Heavy Tank deals massive damage to the
Gunship, and ALWAYS catches the enemy off guard. :)
-Alternatively, if you are a Gunship pilot, do NOT fly too close to the Heavy
Tank, it might bite.
-When you own one Airfield, slowly advance to the second, and eventually
capture it. It is also possible to send the Heavy Tank by itself to the
enemy airfield while you capture yours, but this is a risky gamble as the
Heavy Tank will be up against another Heavy Tank and a whole Battalion and
possibly a Gunship if you are too late. However, if you can pull it off, you
should be able to disrupt the enemies capturing the flag, then reinforce
the Heavy Tank with a Gunship and make sure they never touch the flag, and
then proceed to capture it.
-If you own both Airfields, you will have a fast respawning Gunship, and
Air superiority. A nice bonus. :)
**************SAND CASTLES [SCS]***************
WESTERN FRONTIER VS ANGLO ISLES
TIME: 8:00
CAPTURE POINTS: Two Airfields, One Factory
UNITS:
6 GRUNTS
2 BAZOOKA VETS
1 ANTI AIR VET
1 LIGHTTANK [After Factory is captured]
1 BOMBER [After Airfield is captured]
DEFENSE:
4 AUTOGUNS [HQ]
2 AUTOGUNS [Airfield]
2 MG TOWERS [Bridge]
RESPAWN POINTS: HQ, AIRFIELD, FACTORY
DESCRIPTION: Two bases in a U shaped map, with a bridge connected the "Tip" of
the U. Airfields lie on both sides, with a Factory in the middle.
STRATEGIES:
-Dispatch two Battalions, one to the Airfield, the other to the Factory. If
done right, both can be captured around the same time.
-Alternatively, send all units to the Airfield, as the enemy may split their
unit into two. This way, they will be attempting to capture the Factory as
your bomber already starts to bomb them, delaying their capture.
-Capture and maintain the Airfield, the Bomber is a deadly unit on this level.
-There is only one factory in between, with a Light Tank. While it does not
sound too appealing, it helps support the infantry, gives you the only Tank,
and gives the enemy another point to capture and worry about. :)
-There is a bridge connecting the two bases, but in most battles this bridge
is hardly used, as it is defended and an easy target for overhead Bombers.
-If the bridge is used, however, take out the MG Towers and be sure you have
downed the Bomber before proceeding. It is a quick way to the enemy base.
************DONATSU ISLAND [DUI]***************
SOLAR EMPIRE VS IRON LEGION
TIME: 8:00
CAPTURE POINTS: Two Factories, One Airfield
UNITS:
4 GRUNTS
4 BAZOOKA VETS
2 FLAME VETS
1 ANTI AIR VET
1 ARTILLERY [After Factory is captured]
1 GUNSHIP [After Airfield is captured]
DEFENSES:
2 AA TOWERS at HQ
2 MG TOWERS at Bridge
6 AUTOGUNS at HQ
2 AUTOGUNS at Factory [When Captured]
RESPAWN POINTS: HQ, Airfield, Factory
DESCRIPTION: "DONATSU" [Donut] is exactly how the map is. One island in the
middle with an airbase on it, surrounded by a body of water, then land again.
Bases lie on both sides, with two bridges connecting the two. A factory is on
each side. Vehicles cannot cross the body of water going to the airbase.
STRATEGIES:
-The Artillery cannot cross the water. Their long range, however, can be used
to support infantry on the center island.
-The biggest fights happen on the center island on this map. Be sure to
position Artillery appropriately.
-Alternatively, you could also use a surprise attack by crossing the Bridge,
but be wary of defenses.
-Artillery works nicely against stationary base defenses.
-If you manage to capture the center island, the Gunship is a nice reward and
will put you at a big advantage against the enemy, as they only have one
Anti-Air Vet avaliable, that can be easily taken out by the Gunship.
-Use the bushes for cover. It's funny how for a human player, we can't see
what's in the bushes when the AI can. Positioning units around the flag in
the thickets helps hide their immediate unit type and such against the
oppossing player.
-Aim the Artillery at the flag when the enemy is capturing. It will be sure
to separate them all.
************BATTLE STATIONS [BSS]**************
XYLVANIA VS TUNDRA
TIME: 8:00
CAPTURE POINTS: Two Factories
UNITS:
6 GRUNTS
5 BAZOOKA VETS
2 GUNSHIPS
1 BATTLESTATION [After Factory is captured]
1 AA VEHICLE [AFter Factory is captured]
DEFENSES: [Unknown, Needs to be reserached]
2 RPG TOWERS
4 MG NESTS
6 AUTOGUNS [4 After Factory is Captured]
RESPAWN POINTS: HQ, Airfield [uncapturable], Factory
DESCRIPTION: Two bases separated by a very thin river. Vehicles and Infantry
can both cross the river. Very violent and open combat as strong units are
forced to fight in places very close to each other.
STRATEGIES:
-As the map implies, this is going to be all about the Battlestation. Be sure
to secure a factroy quickly!
-Alternatively, a rush tactic can be used with the two Gunships that are
provided, as the enemy has no Anti-Air Units. However, the enemy also has
two Gunships. Focus one Gunship on their troops and yourself in another
Gunship against the other two. It should work out well if skilled enough.
While you are harassing, be sure your troops are on their way to capturing
the factory. This will put you at an eventual advantage if you can roll
your Battlestation out fast enough.
-The majority of the fighting will take place in the center area. Be sure
to use your Battlestation on the AA Vehicle your opponent will have, or use
Bazooka Vets as the Battlestation may be focusing on the enemy Battlestation.
With the AA Vehicle out of the way, the Gunships can do a lot of damage on
the enemy Battlestation without too much worry.
-An easy first strike bonus is destroying an MG Nest with a Gunship.
-There are alternative routes from the factories to the enemy side of the
river. Consider using them!
-Battlestations are slow at turning, use this as a key to harrassing them
with Bazooka veterans. Beware of support machine guns on it, however.
=================================================
CLOSING/CREDITS/CONTACT INFORMATION [CCC]
=================================================
This was my third guide. But my first out of the Zelda series :) I hope it
helped you find what you are looking for. Please contact me if there
is something wrong with the guide [information, unit description, etc.] It
would be much appreciated!
Also, if you can help in anyway possible [Unit info, respawn time, modes I have
not done in this guide so far, strategies] please feel free to email me! I will
be sure to credit you appropriately. :)
My methods of research were a bit crude, so any correction is gladly accepted.
Thanks again for reading! Cheers!
-MKay
CREDITS:
Thank you for this great game, Kuju and Nintendo!
Thank you gameFAQs for the simplicity in creating a FAQ!
And a big thank you to you! For someone who still plays this game [It's hard
to find some online who do], and read this FAQ, meaning my hard work was not
wasted. :)
SPECIAL THANKS:
To user drteletubbie for cooperating with me on gathering all the information
I needed from all three modes of multiplayer. I'm sure I bothered them enough,
and am very grateful for their help, and could not have done it without them!
To user Gamefaqsatron for pointing out two errors in the FAQ, that is, the
POWs in the CRACK SQUAD list for the Western Frontier were listed in the
starting units, and that you do get Bombers and Fighters back after the Mining
Spider part in UNDER SIEGE. Very useful for the mission, huh?
CONTACT:
Email me at [email protected]
I read all emails, and respond if needed. :)
==================================================
VERSION INFO [VIN]
==================================================
Version 1.00 [1/6/10] The guide as you see it.
Version 1.10 [1/19/10] An error in separating POWs from Starting Units in
the CRACK SQUAD section. Also, for the co-op guide for UNDER SIEGE, fixed
the fact that bombers and fighters do respawn after the Mining Spider
part, a big difference! Some gun placements will also be updated next update.
==================================================
AUTHORIZED WEBSITES [ADS]
==================================================
If you find this FAQ on any sites OTHER than the ones listed below, please
contact me IMMEDIATELY.
www.gamefaqs.com [orginal submission]
www.neoseeker.com
www.supercheats.com
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