|
|
AN UNSIGHTLY
FREAKER VILLAGE HAS SPRUNG UP NEAR ONE OF OUR PRISTINE, HIGH-TECH ENCAMPMENTS.
EVEN IF IT'S JUST FOR THE PURE AESTHETICS OF IT ALL, GO IN THERE AND TAKE
OUT THE GARBAGE.
The resources the AI uses are not to be interpreted as cheating, perhaps unfair, but not cheating.Part of the attacking enemy (troops, scorpions, and mammoths in blood thirsty packs) drop out of another wicked dimension at entry points located in the grass patch north of your existing drill site and right above the rock in the SE corner of the map. Your existing oil rig is awkwardly located quite far away NW of your starting point. Put another powerstation closer by. Start building an oil rig and send it over SE up the ramp and a bit east. Put another powerstation below the ramp and move the existing infantry over to protect it. Train another 9-group of swats, send them northwards to the existing vehicles and put to good use--you're being harassed there. Let the enemy attack buildings (or tankers) and then only attack them. Use technicians to repair what's been broken. Build a research lab and tuck it away in quiet place. Upgrade the machine shop once. Train 8 flamethrower ATVs. As it worked out for me I sent 5 of them east of the eastern power station and used 3 for defense northwards. I had use for another group of swats there. After another enemy attack I took the 5 ATVs in the east along the map border north, found a passage west and a ramp up north. Followed passage, took out a machinegun nest and an oil rig, then outran the screaming mutants up the ramp, and took out another machinegun nest and oil rig. Fought with dignity against anything that followed. That seemed to stop the activities down in the enemy camp pretty much, unfortunately the attacks from the north continued. (In the enemy camp, I suppose, the AI tried to build two derricks to replace the fallen rigs at the same time and ran out of resources before either was finished.) The situation in my own camp was pretty bad. Hairy monsters were descending
from the North and had already taken out the drill site with some tankers.
Others had blasted the other drill site. Had to build a derrick and use
the remaining single tanker to upgrade the machine shop once more and build
tankers. Ended by building a motherload of flamethrower ATVs and making
a burning tour of the map.
|
|
THOSE MUTANTS
FAILED AT THEIR AMBUSH, AND WE WANT THEM TO FAIL EVEN MORE. WE'VE TRACED
THEM BACK TO THEIR PITIFUL CAMP. YOU KNOW WHAT TO DO.
So you proceed from where you left off the previous time. The map has expanded towards the west and as anything in the east is taken care of, you don't need to worry about that general direction this time. Things you built have vanished from the map, and in a sense you have to start all over again. Start by building an oil derrick, then a research lab (put it north of the existing power station right next to the rocks) and then another power station up the ledge above the research lab. When the derrick gets ready, send it to the new power station and, lo!, just east of it, there's a pretty resourceful oil patch. Upgrade the machine shop twice. Once to get the flamethrower ATVs I love so much, and once to get tankers. Assign two tankers per each power station. Put flamethrower ATV production to non-stop, build another power station NW of your machine shop to make use of the existing drill site there, and add another tanker into the production chain. That's the economics of it. Meanwhile, as you are doing all that, send the three existing ATVs to
the drill site NW and beat the attack that comes from there. If you actually
let the enemy to take a couple of shots at the site, handling it will be
easier. Gather the rest of your forces and send them directly west. Cross
a bridge and you arrive at a little plateau with two machinegun nests,
a couple of monster trucks and a drill site. Wipe everything off the face
of the earth and keep it clean as the enemy tries to rebuild and attack.
As the new flamethrowers get ready, send them to back this little task
force up. (Alternatively, considering that all the attacks will be made
by mobile units (dung people and their scorpion and mastodon pets) you
might want to breed your own favorite units for fighting them. I strongly
suggest using at least several ATVs for their krushing abilities.) Save
a flamethrower ATV every now and then and send it up next to the group
you have there. When about 8 flamethrowers have gathered, take this force
right up the ramp and west along the ledge, and destroy the two grapeshots
and powerstation. Stop there, wait until you have restored this group to
its original count, and then move to make a short inspection tour of the
enemy camp. Move upwards to take care of all oil production facilities,
then act according to your own preferences to finish the rest. I personally
kept the two grapeshots at the bridgehead for dessert.
|
|
OUR PEOPLE IN COMMUNICATIONS HAVE PICKED UP A DISTRESS SIGNAL. THE SIGNAL IS COMING FROM A BUNKER IN THE BADLANDS. I DON'T KNOW EXACTLY WHAT SOME OF OUR HIGHEST RANKING LEADERS WERE DOING IN THE BADLANDS IN THE FIRST PLACE, BUT THAT'S WHERE YOU HAVE TO GO TO RESCUE THEM.Don't know about the highest ranking officers. It's just El Presidente who probably went there for cigars. And the signal was weak and he couldn't transmit his shopping list, his mobile phone was probably not Nokia. In this mission you've got to move with all your forces. Save often. Whenever one of them becomes a vet, put him in the back seat and let him recuperate until you get an all-vets team. Be careful with the bikers, they tend to rush forward and spoil everything. The arena is made of several "basins" defined by the rocks separating them. Move out and take the first passage up north. You can recognize it by a dirt bike guarding it. Then move along the rock edge west and back south to reach the south border of the screen. Start moving back east towards your base and look out for a team of RPG launchers who can really hurt you. Behind them, there's a bunker and, voila!, El Presidente. Collect the rookie brass and and retracing your steps, get back pronto. That's it -- the mission ends as you step through the line between your guard towers. You wasted the lives of a few good men for a dandy snob who's probably Commie anyway. If you care to investigate further, though I don't know why you should
bother, you can find an enemy camp more or less in the NW corner of the
arena, and several insects that have probably escaped the terrarium section
of the local zoo.
|
|
WHAT'S HAPPENED
IS SOME JOKER CHANGED EVERYONE'S WATCHES, SO INSTEAD OF HAVING A BIG FORCE
TO TRASH A FREAK CAMP, YOU'VE INITIALLY ONLY GOT A LITTLE FORCE. OVER THE
COURSE OF THE MISSION, YOUR REINFORCEMENTS WILL TRICKLE IN AS THEIR WATCHES
CATCH UP. HOPEFULLY, YOU WON'T BE DEAD BY THEN.
Three points of entry -- extreme west (here you start), extreme east and extreme south (check them out). It looks as if uniting the eastern and southern forces might be a good idea. Send the western units to guard the bridgehead, switch over to the southern units and send them over to accompany the eastern troops. Now there are two paths you can take:
Take the two bikers you have in the east, and send them straight north
until you discover a bridge. Cross it and dash west right past the two
grapeshots. (NB! A single biker likely dies, while two usually can make
it.) Further in the west you'll find a tech bunker with a plasma tank.
Take out the easternmost grapeshot cannon and then gather all the eastern
troops at the two grapeshots. The extra firepower of the plasma tank will
simplify the task to the point where you'll have the enemy camp blown up
just about when the next wave of reinforcements arrives.
|
|
WE'VE GOT A
SMALL BASE, AND GENERALLY SIZE DOESN'T COUNT. BUT NOT THIS TIME. WE'VE
GOT A SMALL BASE, THE FREAKS HAVE GOT A LARGE ONE. YOUR MISSION IS TO HOLD
OFF THOSE FREAKY LITTLE DUNG PEOPLE. REINFORCEMENTS ARE ON THE WAY FROM
A SURVIVOR CAMP 15 MINUTES AWAY.
The starting area has several oil patches, but none of them is more than just but dry. Your options are either to take over the northern plateau, or doing things my way, and establishing yourself at the southern border of the arena. The passage south is guarded by some pretty mean structures and men, so your infantry won't make it. Gather them next to your eastern guard tower while you take all the mobile units down the passage. Keep them in a tight bunch, so while one or two get hit, the others make it. The two toughest units -- mobile outpost and tanker can follow at their own pace (the tanker can make another round or two before taking off,as your camp won't be ready sooner anyway) as the enemy firepower will not be sufficient against them. At the southern border take out the two machinegun nests and the oil rig, then prepare for some pretty active resistance (at both locations while the outpost arrives. Set up a camp an oil production as usual. To start with, you may want to train a group of swats, and a technician to repair the outpost. Note that the passage west features another oil patch. Probably the best place for camping is right in the middle of the crossing, just out of the reach of the mutant machinegun nests. Most of the attacks will come from the east, so establish your defenses facing thataway. Upgrade the outpost to get cannon towers, and the machine shop to get barrage crafts. (No other available/obtainable units can cause adequate damage to the enemy towers up on the ledge. Your original camp will perish, but that's OK as long as you put up good resistance there. Use barrage crafts to clear the passage you originally descended by, then use the barrage crafts and/or flamethrower ATVs to make a clockwise tour of the map. The AI quite weirdly uses rotary cannons in defense, but most of the attack forces will be dire wolves and monster trucks accompanied by mixed infantry. Another merit of choosing the southern location for establishing your own camp is that doing the attack/retreat routines, the enemy forces will quite likely block themselves up in the tight rock passage and provide you some extra time for the preparations. The paths to north are all pretty open for the enemy. If you've taken care of all the enemy units, but the mission doesn't
really want to end, check the trees along the southern border of the map.
In my case a lone Bazooka had hidden there and refused to come out voluntarily.
|
|
WE'VE LOST
COMMUNICATIONS WITH AN ISOLATED BASE, COMMANDER, AND WE WANT YOU TO DEAL
WITH IT. FIX WHAT NEEDS TO BE FIXED AND DEAL WITH WHATEVER NEEDS TO BE
DEALT WITH.
This is a hiking level. If you take a look at the map, you realize that reaching the light blue destination camp that you've got to save takes a huge tour. To start with collect all your units and start moving west, the circle around the stone walls north and back east beside the northern screen border. If you should meet a couple of dire wolves, deal with them, but don't chase. When you reach the spot where you can start descending south, do so, but keep to the west to avoid storming the enemy camp quite yet. Locate your own camp (which is pretty close to collapsing), position the men east of it, and start building two derricks at once. The two oil patches that are located west of your machine shop are secure, but if you deploy the one in the east, you can secure a better defensive position, As soon as one derrick is ready, launch it and start building power stations, then a research lab to start fast upgrades of the outpost. As you get the chance, also add another two power stations to keep oil coming. I blocked the not-too-narrow passage east with five cannon towers, starting with a guard tower, letting it perish and then replacing it with a cannon tower. After a very long while also the technicians and sappers made it to the camp, so I put them the defense line to make most use out of them. As the defenses were established, I upgraded the machine shop once and put flamethrower ATV production to non-stop. I gathered a dozen or so in the rock basin just above the camp, and after another attack wave moved in. Note that as the enemy mastodons retreat, don't bother to chase them
with flamethrower ATVs. Head straight for the grapeshot cannons, the deal
with whatever's still bothering you. At the peak of the attack, another
nice group of flamethrowers should be ready for you.
|
|
THE ENEMY KNOW WE'RE HERE, AND THEY'RE GOING TO EXPECT A BIG CRUSHING
ATTACK WHICH COULD EASILY WIPE THEM OFF THIS PART OF OUR WORLD. BUT WE'RE
NOT GOING TO PLAY THEIR LITTLE GAME. WE'RE GOING TO SEND ONE SINGLE SNIPER
WITH ONE GUN AND NO ARMOUR TO CLEAR THE WHOLE DAMN AREA. THAT'LL SHOW 'EM.
This mission is all about a man and his four-legged friend. A vet sniper at full health can take out two dire wolves, if you don't
hurry, however, you'll be meeting dire wolves in threes. Start by moving
south and taking out two berserkers and a shotgunner. As the shotgunner
falls you become a vet. The fastest and surest way to victory is moving
diagonally across the screen into the SE (that's the lower right) corner
of the arena, taking out everything that appears in your path. Start proceeding
north along the border. Approximately when you see a machinegun nest two
dire wolves will catch up with you. Deal with them, then the machinegun
nest (it won't shoot back) and a berserker further north. Move on fast
and enter the rock entrance to re-emerge next to a tech bunker.
A word of warning. If the sniper gets hit, let him stand in peace for
a while to restore his health. If the sniper dies before you release the
droid, the mission is over. Once the droid is set free, you may lose either
one of the units. A single survivor is enough to win.
|
|
IT'S RESCUE
TIME AGAIN, COMMANDER. ONE OF OUR PATROLS WAS CAPTURED BY A MUTANT AMBUSH.
THERE'S NO TELLING HOW LONG IT'LL BE BEFORE THE FREAKS START PERFORMING
SOME CRAZY DEATH CEREMONY OR OTHER. WE WANT YOU TO GET IN THERE AND RESCUE
THE CAPTURED PATROL.
We'll, that's not it. What they really want is you to wipe an enemy camp off the map. The patrol you've got to rescue can help (got some flamers among them who make a swell patrol team, don't you think?). The enemy camp is located right around the corner, just across two bridges, but if you go thataway, you'll get in the crossfire of two grapeshots on a bridgehead. So follow the road rather. Reaching the enemy camp take out the oil rig, starting with the machinegun
nest next to it, then move along the south border of the arena to take
out another. Keep out of the reach of the grapeshots. Your best chance
against them is demolishing the beastiary and approaching the first grapeshot
from there, so, that the other can't take potshots at you. If all goes
as planned, the remaining enemy will enlist two machinegun nests in the
middle of the arena, and a lone wolf somewhere between them.
|
|
THOSE FILTHY FREAKS
HAVE TAKEN TO THE HIGH GROUND AND THEY'RE STINKING UP ALL THE VALLEYS AROUND
THEM. AND THEY'RE KILLING PEOPLE, WHICH IS A BAD THING AS WELL. HOLD YOUR
NOSE WHILE YOU HUNT THEM DOWN AND KILL THEM.
The annoying thing about this mission is that the all-too-destructive air attacks that never made it to the original missions are here. If you like using snipers that are pretty hardboiled infantry, keep them moving not to get your assets wiped out. As the bees like to attack places where people gather, it might be a good idea to gather a group of riflemen and place them where an air attack doesn't hurt. The good direction to expand your camp is straight south and then east. The intial attacks will come through the rock tunnel that's loctaed west of your camp, and will mainly try to take out your machine shop. Interestingly, if you put a cannon tower as far south of the machine shop as possible right next of the rock corner, most of the attacking beasts and mutes will ignore it and get to taste what they don't like. Again, if you don't put up a good defense at the other entrance, the attack will change its direction there. Expanding east, note that you need to place a power station to the other side of the rock wall from the outpost, and then expand back towards your camp. Like always efficient oil production from two wells takes four power stations. Plentiful defense means two cannon towers at each of the entrances to your camp. An additional group of five-six snipers is not big enough to attract bee attacks. However, even if you split all your forces the attack will come. I sent a group of ten snipers straight north from the eastern entrance, up the ledge and straight on along the eastern rock edge. I let the snipers take out the grapeshot cannon there, and all attacking enemy. Leaving them to help reduce tanker traffic next to the oil rig, I brought another group of similar reinforcements. As they arrived, I left 4-5 men to guard the rig, sent others further north taking out a couple of buildings and mutes to keep the AI busy while I eliminated another oil rig. From there on it was just a question of time, until I could bring enough troops to tackle the rest of the camp. SECOND WAY: As you start, build two derricks and two power stations. Take the biker and send him diagonally into the NW corner of the map. Move a bit east and find a tech bunker with a plasma tank. Move further east and take out the grapeshot cannon, and a rotary cannon yet further east. Demolish one of mute power stations and park the plasma tank so that it can control the access to the others. Use the plasma tank to discourage any attempts to rebuild. Create a bunch of your favorite units fast, and
leaving two ATVs and the anaconda tank to guard your base, move up north
through the eastern exit of your camp. Eventually you find an oil rig guarded
by a rotary cannon and a grapeshot cannon. Avoid the rotary cannon, take
out the grapeshot and whatever attacks you. Stop traffic at the rig and
make a wild guess if the AI still has any resources left. No air attacks
whatsoever, all the resources have gone into light attack teams, tankers
and numerous attempts to rebuild the lost power station. Rejoice!
|
|
ONE OF OUR LITTLE BASES IS UNDER ATTACK. AND
THAT REALLY TICKS US OFF. THE BASE IS IN A TIGHT POSITION AND IT CAN'T
BE EXPANDED ENOUGH TO ERADICATE THOSE FREAKS. TAKE A MOBILE OUTPOST AND
SET IT UP SOMEWHERE SPACIOUS, THEN BUILD UP YOUR ARMY. JOIN FORCES WITH
THE ORIGINAL LITTLE CAMP AND SQUASH THE FREAKS.
The little base somehow manages to cover a third of this huge map with it's buildings, guard towers and oil rigs. The spacious areas lack oil, or are located right next to the enemy base up north. The area you can use seems to lie on the western border of the arena, and is tighter than some camps you've experienced this far. However, it's entrances consist of a relatively narrow rock passage and a bridge, which are both quite well defensible. Rush across the map (as quickly as that's possible with a mobile outpost) and park the outpost right at the end of the rock passage. This leaves you three oil patches, two nearby in the north and one in the south. Build a machine shop right next to it, so you can add some towers later to guard the passage. Then build two derricks and while they're in production use a couple of tanks and the 5-group of snipers to cover the bridge from afar. Big concentrations of units are definitely not advisable -- there will be air attacks. As the derricks get ready one by one, add power stations and a research lab. Start upgrading the outpost (yes, to get cannon towers first and snipers next like in most of my strategies). Add another power station when the finances allow, and cannon towers one by one. Use plenty of technicians and keep the towers repaired all the time -- an air attack will take out a damaged tower that could still hold out battling ground units. Two cannon towers and a small group of snipers at each entrance should suffice. You'll need your first groups of 5-6 snipers to help out your ally. Send them near the drill site guarded by two guard towers in the middle of the arena, and try to control the traffic there. If the mutes manage to break through, send another group straight into the ally camp to clear disturbances. Your ally will play the typical AI game -- building mixed units, and rebuilding wrong things, but never mind. When you ally falls - so will you... As soon as the situation eases and your allied forces more or less control the situation in the southern part of the arena, take a 10-team of snipers, and go for recon with battle. In this respect you can either cross the bridge and move north until you find some rotary cannons and oil production centers that could use some destruction, or you can send your men across the ally camp and proceed along the eastern border of the screen, so you can unite forces for more complete destruction. (Let the ally units draw fire, and then hit with your men.) Keep your bigger groups moving to get out of the
way of air attacks. The bees, as a rule, don't bother about groups of 5-6
units.
|