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THOUGH IT MAKES ME SHIVER TO MY SOUL, I SENSE THAT THE SYMMETRICS HAVE
MADE THEIR PRESENCE FELT NEAR ONE OF OUR CAMPS. CLEAR THEIR SORRY, SYMMETRIC
SELVES FROM THE LAND.
Start non-stop shotgunner production. Take your four fast units (2 dire wolves and 2 dirt bikes) south through the passage almost to the border of the map, and then eastwards and back up north. Rush past the guard tower, two missile batteries and whatever other units you meet. Up the ramp and past another missile battery to get Gort the Robot from the tech bunker. Take out the missile battery, take out the power station, the machine shop and the other power station. Revert to your own camp and take your units under your person guidance west into the other enemy camp. Have no mercy, have no remorse![back] |
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OUR PROSPEROUS WAR CAMP IS COMING UNDER THREAT -- THE SYMMETRICS ARE
GATHERING THEIR FORCES, AND WE FEAR THE RESULTS. OUR BIG CAMP, THOUGH PROSPEROUS,
IS TOO DISTANT FROM THE ENEMY, SO YOU MUST SET UP ANOTHER CAMP AND DEAL
WITH THE ENEMY IN CLOSE QUARTERS.
Looks like a good pyromaniac mission with several possible happy endings and strategies to accompany. Relatively fast. Take all you've got north, and move on for a while until there's a passage west around a corner of a stone wall. Gather the fighting units there. On the right you get a glimpse of an oil patch. Get the tankers here, launch the derrick, ground the mobile outpost somewhere nearby and build a powerstation and an alchemists. Upgrade the outpost once and put pyromaniacs to non-stop production. As soon as your forces have gathered, use them to take out two enemy missile batteries located a bit to the west, and a power station. Stay put and hold on for a while and as the pyromaniacs get ready, use groups of them to proceed further into the enemy territory. Keep wiping out all attempts to rebuild. First pay attention to any towers, then to the main structures and, of course, the oil production chain. Being quick on your feet, and relentless in your actions you should have no (big) problems with this mission. Note that right south of the first two missile towers you erase, there's an undefended oil rig, that needs taking care of. A single pyromaniac can do this effortlessly, though it will take time. Three will burn it down in a whiffy. ALTERNATIVELY: At my first attempt I set up a camp between the oil patch next to the missile towers and the one drill site south of them, demolished the drill site and replaced it with my own. Setting up a bestiary where the missile towers used to reside and guarding it with two machinegun nests, I conquered the land by pure scorpion power. You can also head straight towards the nearest enemy drill site. The main idea is in taking out at least two of the enemy rigs before going defensive.[back] |
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WE HAVE THE SYMMETRICS BACKED INTO A DEFENDED VALLEY. THEY ARE CRINGING
AND WILL SOON BEG FOR MERCY. WE NEED YOU TO ENTER THE VALLEY THROUGH ITS
ONLY ENTRANCE AND SHOW THE ENEMY NONE OF THIS MERCY. LET THEM TASTE WHAT
A SECOND SCOURGE WOULD BE LIKE.
You've got plenty of troops to start with, but alas, no oil production, and no decent resources, for that matter. As it's not a very good idea to rush down the defended valley with what you've got (it's that well defended), you should start by building a blacksmiths pronto and releasing two derricks. As one of the derricks gets ready, send it over to the northern oil patch and start building a power station as close to it as possible. Then launch the other derrick and start building another power station, as RUs start flowing in. Move the existing troops down to the entrance of your camp, and, for security's sake, add a dozen or so swats to it (it's amazing what groups of these little guys can do to the units that will eventually walking your way). Then build an alchemists and upgrade the beastiary twice (to get beetles). For awhile it might be a good idea to produce scorpions. The general idea is this: you don't defend, just use your units to set the defense line further in the valley between the enemy attacks. Build another derrick and power station and make use of the oil patch further in the valley. You can occasionally send pairs of dirt bikers down the valley to scout and irritate the enemy. A good hitforce will combine (say more than a dozen) scorpions and beetles. As your enter the narrow passages guarded by missile towers, you'll need all the benefits of beetlejuice, and moving further, you'll need to leave a beetle behind at both locations where towers are likely to respawn (as they will too). Quite essentially there are small groups of enemy units all along the valley. The aim of the dirt bikers is to send them walking towards your defense line. I personally entered the first bigger clearing in the valley, located the original troops and the swats I had produced next to its western wall, and the insect forces along the eastern wall. That gave me some pretty good maneuverability when I needed it. I didn't go near the defended areas until my biker scouts had managed to clear all the path and give me a glimpse of the enemy camp, especially the spot where the AI gathered its forces. I moved in on the missile towers while another enemy attack team was retreating (why does the AI bother?), moving my crowding units right between the towers, before letting them hit (otherwise only a couple of them get into shooting range, while the missile towers shower everyone). Walking into the enemy camp I first eliminated the two missile towers near the entrance, and then the southern power station. Next it was only a question of time while my reinforcements arrived... If the mission doesn't want to end after you've burnt down everything, check the rock passage for side pockets -- I'm pretty sure you can find a lone ATV hiding in one.[back] |
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WE KEEP WEEDING OUT THE SYMMETRICS AND, JUST LIKE WEEDS THEY KEEP RETURNING.
THIS TIME THEY PESTER ONE OF OUR CAMPS LIKE PESTS. EXTERMINATE THEM.
This level is not about taking it like a man. That one comes next. This time, however, you'll do yourself a favor, if you take the forces and start moving east while you build a machine shop, two derricks, four power stations, and deploy the derricks at two oil patches to the NW and NE of your camp. You should also start building scorpions. When the moving brigade regroups where you can see the two cannon towers waiting for you, save the game, enter the enemy territory and try to get a fair outcome from the collision with the reception desk. Did I forget the three Anaconda tanks, that wait nearby? Well, believe me, they are there. Try to finish with a little something left that has firepower, then go straight ahead and demolish the nearest power station. That should slow the AI down a little (and it doesn't rebuild). The kamikaze group perishes, but that's what those little people are for. Assuming the AI keeps it's accounts according to the same rules that you do (which I'm sure it does, Paul), it will spend the next 5000 bucks on replacing the cannon towers, and start releasing annoying varieties of forces that will come in two types of waves distinguished by heavy artillery featuring barrage crafts or autocannon tanks. Occasional vicious snipers. By the time the first wave arrives, you should have been able to start effective scorpion production (I'm under the impression that you really don't have the time to upgrade enough for good towers). Gather the insects just in front of the clanhall and for variety's sake drop in a few different units. As you upgrade, switch form scorpions to beetles, save one every now and then, and send then along the western border of the screen, to the south border of the arena. When a dozen or so are good and ready, take them into the east, again along the border. Watch the map, and as another wave moves out from the enemy camp, take yours in. Krush, kill and destroy, but avoid the four existing cannon towers. Wiping out all the buildings will reduce enemy growth to zilch. Create/use whatever you need for the remaining towers, rigs and tankers (Oh, and a power station. I wonder why the AI doesn't rebuild).[back] |
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I FEEL A DISTURBANCE IN THE... WELL, JUST A DISTURBANCE. I FEAR THAT
AN ENORMOUS ATTACK FROM THE SYMMETRICS IS IN THE MAKING. I CANNOT BE SURE.
I FEEL THAT YOU SHOULD BUILD UP DEFENSES THAT CAN WITHSTAND JUST SUCH AN
ATTACK. SHOULD IT EVENTUATE.
If the thing that comes is not the mother of all attacks in this games, then somebody sure is faking it pretty well. The terrain is fascinating. The enemy camp can be reached only by going through tunnels under the mountain ridges, and guess what -- there are more tunnels than there are entrances and exits Some of the tunnels branch underground. Though quite rich oil deposits are at hand, you can feel the limitations pretty well. Especially that only 8 towers of any kind can be built. Anyhow... The big attack will come from all sides. By that time you should have three sides of your base covered with autocannon towers. So start building at once. I placed an alchemists first north-east of the outpost, then a mekaniks right below it and yet a power station below that. As the buildings were ready, I started upgrading the clanhall (3 times), built a derrick and held back the tanker for storming the wrong oil rig. Also gathered the existing forces at the SE cliff corner so they could deal with the first arrivals from the other side. I built a beastiary SE of the clanhall, and as the clanhall upgrades were done, I started adding autocannon towers one-by-one to each of the open sides. Upgraded the machine shop twice to get another tanker for the western rig (a power station would have been faster, I suppose, but with my camp layout it would have remained vulnerable) and trained a group of mekaniks putting each next to a tower. Then started upgrading the beastiary adding autocannon towers having finally three to cover the western side (especially the oil rig), three to cover the southern entrance and, finally two for the northern entrance. Then put beetle production to non-stop. By the time doomsday dawned, I was pretty well covered. Besides the cannon towers and a beetles standing in between and next to them, I had prepared a bunch of mekaniks and an emergency team to send over wherever it got hot. The attack lasted long and I lost one of the autocannons, but I survived. This is a suitable moment to take a beetle for a hike. While you're busy patching the holes torn into your defenses (and you'll want them to be as good as new a little further on) take the beetle first to the SW corner of the map, then along the border (and through) the tunnels to the NW corner. Park it next to the survivor oil rig and it'll reduce the number of active enemy tankers considerably with no retaliation. Now use a couple of dirt bikers to go and annoy the enemy, while you gather the beetles east of your camp next to the rock passage. As you monitor the map you soon realize that the enemy forces are drying up (indeed, three of the four enemy tankers serviced the NE oil rig and the AI forgets to replace them), and as the enemy moves out of the camp, you move a dozen or so (say, 8) beetles north through the passage, across the field, though a passage again and straight into the enemy camp with it's four missile batteries and somewhat dumb units gathered around the machine shop. Have a party.[back] |
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ALAS, ONE OF OUR CHIEFTAINS HAS FALLEN ILL TO THE SCOURGE SICKNESS.
HIS MIND BETRAYS HIM AS IT BETRAYS US - HE HAS MADE A PACT WITH THE SYMMETRICS!
HIS LOYAL CLAN FOLLOWS HIM. AND THE TWO GROUPS NOW FIGHT AS ONE. HE MUST
BE BROUGHT INTO ALIGNMENT WITH HIS SPIRIT ONCE AGAIN. SO KILL HIM. THAT
SHOULD DO IT.
I don't think there's actually a foolproof strategy, and I can just tell you what worked for me. Moreover, I had to restore savegames occasionally, and the events followed different threads as I did. I believe (again) that successful defense depend on whether the enemy camps use different routes for attacking, or unite their forces. I built two derricks immediately and as they prepared I placed two powerstations next to the closest oil patches. Started upgrading the clanhall at once, sent the light troops to the western border of the camp, while keeping the two mastodons right above the beastiary. As soon as the upgrades were ready. I placed a rotary cannon next to the eastern grapeshot and sent a mastodon over. Produced a couple of more mekaniks to have at least two stand by each cannon. I then placed a rotary cannon in the bushes right next to my western oil patch, and sent two mekaniks over as well. Now I had to survive the first attack, which I did. I manufactured another derrick and launched it a bit further west, upgraded the beastiary to get beetles. I erected another rotary cannon just next of the western grapeshot and yet one more above the newest power station above the newest oil rig. Whatever beetles got ready (and I put production to non-stop) I sent west of my camp in groups, except two that I placed next to the eastern grapeshot/rotary cannon combo, and one that I placed next to the rotary cannon guarding the original western oil oil rig. The beetles I placed west of the camp could cover the existing defenses, so whatever attacked my positions got under their fire, turning my beetles into vets. Good for me. I gathered about a dozen and after another attack had worn out (or actually started retreating), I sent them over to visit the human camp. Pretty tough times there -- two missile towers positioned "around the corners", and guarding a narrow passage leading to single oil rig. Another narrow passage guarded by another pair of missile towers and a cannon tower, and finally there were two more cannon towers in the middle of the camp. I had to stop before each of these groups and get reinforcements from my own camp. In the course of defense (and as I made several attempts before striking gold) my eastern towers were wiped out once and I was saved by a miracle that made the AI decide it was a good time to retreat. On (possibly) another occasion I built decoy machinegun nests in front of my western defenses, but I don't seem to remember they helped any. In the variant that I managed to win the enemy mutes went crazy. Sickness of mind perhaps, as the forces kept moving around the pond in the middle of the arena, not really attacking me and not really retreating. When they did attack, it was all out of coordination with the blue camp, so I had no problems really.[back] |
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WE ARE A PEACEFUL PEOPLE. ALL WE WISH IS TO SET UP OUR HOMES, AND HELP
PREVENT THE EARTH FROM FURTHER DAMAGE. BUT THE SYMMETRICS WON'T LET US.
EVEN NOW, THEY PURSUE AND HARASS A CONVOY WHICH ONLY WANTS TO SET UP A
WAR CAMP. USE OUR HEAD START TO COMPLETE THE CAMP'S SET-UP. THEN ANNIHILATE
THE ENEMY.
Someone must be kidding! Take your troops and move along the road. Right below the first passage north there's a clearing, so set up the outpost there. An oil patch is right beside you. While the mobile outpost (did I ever mention that it's slow?) makes it's way there, take the rest of the guys north, then slightly north-east and you're right in the center of the enemy camp. Take out the things that annoy you (towers) then the things that facilitate annoying you (oil rigs, drill sites, and the rest of the camp). If you group your team before attacking the first enemy object, you should have no problems. Finish it, and return to your camp. If your mobile home makes it there, make a dozen (or less) swats, set up oil production and a bestiary. An alchemists, if you like. What's the point? Well, you see, it's another one of those sneak attack levels. Now you've got to survive a number of guerrilla attacks from another dimension (offscreen, that is), that follow your footsteps -- come from the SE corner of the map right along the road. Some of the attacks feature auto-cannon tanks, so look what you krush them with. I used beetles. It takes pretty long for the enemy groups to arrive, so you will drain several oil patches meanwhile. Expand westwards without any worries. As I said, all the attacks will come from SE.[back] |
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THE ENEMY IS FALLING TO ITS CLAUSTROPHOBIC NATURE -- THEY HAVE SET
UP THEIR SUPPLY LINES IN A VALLEY. IT'S TIME TO ATTACK FROM THE HEAVENS
-- USE OUR GLORIOUS THUNDER WASPS TO ACCOMPLISH THIS TASK.
Another attempt to confuse the consumer. Preparing an air attack takes a multitude of upgrades, as well as time. It works better if aimed at forces, here however, you need to take out the spunk of the enemy fast. Build a derrick, and a power station to set up oil production. Train two dirt bikes and as they are ready send them diagonally SW together with the two dire wolves you have to start with. As you reach the gates of the enemy territory, move east and then turn north around the cannon tower and the power station. Move further past the drill site and release the Mech from its cage. Take out the power station. Meanwhile, build an alchemists and a beastiary (upgrade beastiary twice to do things my way), collect all your forces and let them attack the cannon tower. As they turn the cannon's attention the other way you can give it a couple of good hits with the Mech. Proceed with the other cannons and buildings on the little plateau. Don't proceed down into the SW corner until you get backup forces (8 beetles for me). Keep erasing anything that's rebuilt and as the backup arrives (beetles are slow!) proceed down to take care of two double cannon setups, some oil rigs and yet another power station. That leaves two intact missile batteries up on the ledge, which I took out with another group of four beetles descending straight south from the camp. No air attacks from either side. (Of course, if you let the AI to carry out its economic development plan, you'll get air attacked aplenty.[back] |
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THE CREATURES STIR. THEY HEAR SOUNDS ON THE HORIZON, AND I FEAR IT
IS THE SYMMETRICS OWN HEAVENLY ATTACK -- THE METAL BIRDS. OR IT COULD BE
A WILBUR BOMBER AIR STRIKE. WHATEVER IT IS, PREPARE FOR IT. SURVIVE IT.
THEN HUNT DOWN THE ENEMY AND DESTROY THEM FOR DARING TO USE OUR SKIES FOR
THEMSELVES.
Collect your team (oh, you may leave the mekaniks behind) and send them into the SE corner of the map. While they move, start building two derricks and two powerstations. Move the grouped units up north along the rock ledge until it turns west, re-group the team. By this time you'll have deployed the derricks and started oil business. Make many scorpions and send them along the same route as reinforcements. Take the regrouped units and use them to smash a cannon tower in the west (while being shot at by another cannon tower), move right along, and do something radical to another cannon tower right next to a drill site. Remove all visiting tankers from the playfield, then remove the drill site itself. Go blast the third cannon tower, and whatever buildings that can be blasted without getting into the range of towers. Move north in the enemy camp, and there's just a sweet spot between a research lab, a power station and the remaining drill site where you can take out the rest of the enemy oil traffic forever. The scorpions? Oh, the AI will have time to make an air attack on you. If your units are moving, chances are that the air strike misses them, but if it doesn't, you'll find the scorpions useful. P.S. You might not succeed at your first attempt (I didn't), but it can be done. ANOTHER WAY:If you did read the previous section, just make a mental note that the attack path suggested there is not necessarily the best option in trench warfare.Although the little creek with it's two narrow crossings looks like a good place for your defense line, I urge you to reconsider as neither of the oil patches on your side are very rich. The idea is the following: you need to deploy four derricks at four oil patches and get quick income. Upgrade until you can make plenty of harrys and defend your positions (the powerstations across the creek) with rotary cannons. Once you start training crazy harrys, keep them moving in little groups, train occasional groups of berserkers and send them to form crowds where air attacks don't matter. Once you get a decent harry force, move them in the trail of retreating enemy (even better, if you can krush an attack so there will be no retreaters, and then move with the harrys along the western side of the wide passage north right up to the screen border and to attack the oil production there.[back] |
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AS WE SPEAK, OUR GLORIOUS WARRIORS AND BEASTS SURROUND A SYMMETRIC
BASE. OUR ANIMALS GROW EXCITED AT THE SMELL OF SOILED UNIFORMS. USING ALL
OUR FORCES, TIGHTEN YOUR GRIP ON THE BASE AND CRUSH IT, DESTROYING EVERYTHING.
The battle was long and lengthy, and I may have forgotten something important that seemed (and proved) necessary at a specific moment. As the battle happened on three fronts simultaneously I can just comment that on several occasions my reinforcement troops made disappearance tricks while I was fighting for my life at the middle bridgehead. The allied camps, however, seemed to recover (miraculously), and as the balance was finally tilted, I actually had problems getting a more or less becoming map image, as they wanted to wipe out the enemy before I had the chance to uncover the terrain. However, here's what I did: Built a derrick and an alchemy hall which I situated east of the easternmost building. As the derrick was done I sent it to the eastern oil patch and built a power station as close to it as I could, keeping it as close to the bridge as possible (so later my towers could cover the bridgehead. I started upgrading the clanhall and didn't finish until it was upgraded to the fullest. Built a beastiary and located it south of the clanhall. I also built another derrick, set it up south of of the camp, adding a powerstation next to it. As the beastiary was ready, I created a 3-group of dire wolves and sent them scouting friendly territories. (I'm under the general impression that the enemy pays less attention to 'uncovered grounds' and it's easier to help you buddy, if you can see the plight he's in.) (Annoyingly the AI allies surge into attack as soon as they've defeated the one aimed at them. With the remaining few (good) men, these attacks fail. As soon as the clanhall is upgraded to the third level I built 3 rotary cannons to cover the bridgehead and sent a group of mekaniks over to keep them healthy, as the upgrade reached fullest, I launched non-stop harry production and started upgrading the beastiary to get air attacks. I don't like air attacks very much, but it's always good to have one prepared in case the going gets tough. As the harrys got trained, I sent some to reinforce the defense at the bridgehead, and then sent 10-groups to both allied camps locating them further away from the points where the allied units gathered (to redirect air-attacks either way). These disappeared. Gathering a pretty strong fighting force, I gathered I would have to give the blue team something to think about instead of those air attacks. I crossed the bridge and in the course of several hit-retreat operations got rid of the two cannon towers, as well as the closest power station. Down below there was another tower guarding another powerstation and an oil rig. Took these out as well. And everything else that I could. This didn't stop the air attacks, but for sure made them occur at longer intervals. If the battle has been rolling on as it should, and the allied camps are still in the game you'll notice occasional allied attacks at the enemy defenses. Having positioned your group in the middle of what used to be the blue enemy camp, use the guys to hit the defenses from the other direction. Don't count on the allies too much, however, as in the middle of everything they can get the idea it's a good time to go home and have lunch, leaving you all on your own. Note, that a single blue oil production chain (drill site/powerstation) is located behind the green defense line. Need to break through, in order to make an end to the blue activities. Here's a notion: If you notice that you get more oil coming in than the non-stop harry production can consume, build more powerstations and launch more derricks to make use of every oil patch in sight. Then start building your favorite beasts. For me 10-groups of scorpions kept appearing that way without very hard financial impact, and I used them to send over to allied camps, where they made pretty good distractions to the AI. [back] |