======;#@@#:====================================== .@@@#@@@@` BATTALION WARS 2 .@@@@ #@@@@` MULTIPLAYER FAQ @@@@@ `@@@@+ ,@@@@# @@@@@ ==+@` `#,================================== #@@: ;@@; ==#@@@+ @@@@:================================== '@@@: +@@@` `@@@` +; ,@@# By: MKaykitkats +@#`@@@#`@@` ##@@@@@@@. =====:@@@@@#'===================================== ================================================== ABOUT THIS FAQ: ================================================== 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. :) ================================================== TABLE OF CONTENTS [TOC] ================================================== 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] ================================================= BRIEF OVERVIEW [BOW] ================================================= 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. ================================================= UNIT INFORMATION [UIN] ================================================= 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. ================================================= COOPERATIVE [COOP] ================================================= 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 ======;#@@#:====================================== .@@@#@@@@` .@@@@ #@@@@` @@@@@ `@@@@+ ,@@@@# @@@@@ ==+@` `#,================================== #@@: ;@@; ==#@@@+ @@@@:================================== '@@@: +@@@` `@@@` +; ,@@# COPYRIGHT 2010 MKAYKITKATS +@#`@@@#`@@` ##@@@@@@@. =====:@@@@@#'=====================================