Post by Nobunaga Oda on May 16, 2020 9:32:07 GMT
A relatively straightforward Challenge that is essentially a slugfest once you figure out the strategy for it.
You have 2 islands under allied control.
- The northern island is 3 hex wide and comes with an income building. Defend it as much as possible until both your tank units stationed there have died.
- The southern island is somewhat shaped like this arrow > and contains the air base which you must defend for 10 Turns. It also has a UN missile silo.
The UN ships will hardly move about, so think of them as stationary guns.
Your 3rd best tank and best arty will be deployed on the southern island. I assume that they are the ZTZ-99 and NATO missile arty (MGM-134).
Your 2 best ships will be deployed as well. The 2nd best on a port and the best to the SE of the 2nd best.
Before you open the map, switch out the missile boat for your Ticonderoga and your carrier for the missile boat. This is crucial later on.
1. Move your Ticonderoga to the SW such that its 3-hex range guns will target everything there. Use it to capture the southernmost teleporter and capture the other one when it is empty. Ignore the alien tower.
2. Fire your missile boat at the southernmost teleporter. Once your Ticonderoga takes it, turn the missile boat on other enemy swarms. Aim to use it to deal splash dmg to weaken or destroy as many shields as possible while minimising allied casualties.
3. Use the missile arty to hit the alien next to the southernmost teleporter. After that, you will turn its guns to the north and northwest. Your priority is to use it to destroy the aliens' shields.
4. During Turn 1, focus fire on the nearby alien fort. Afterwards, hammer the aliens that dare to approach.
5. The ZTZ-99 (3rd best tank) should be used to pop the aliens' shields or block the aliens' route to the air base. Do NOT use it to occupy the air base. The UN uses Eagles to attack the aliens which deals quite a lot of dmg and you don't want to waste money to rebuild an airforce from scratch.
6. Your 2 best tanks are to atk the alien ships' physical bodies. Your best tank should always be given the killing blow so as to be able to use it to atk again and deal more dmg compared to your 2nd best tank.
7. Spam Type 45s from the port. Their priority is to act as a blockade since the alien ships cannot fly over our units. If the aliens' shield HP is low enough, use the Type 45s to destroy it for your tanks to atk them directly.
8. You may want to spawn a Ticonderoga late in the game so as to use its 3-hex range guns on the weakest 2-hex range aliens.
9. Continue to move your Type 45s about to form a partial blockade of the target island. Your Ticonderoga should move to support your defence after occupying both SW teleporters.
10. The aliens will generally attack from both sides at first, but the west side is more aggressive on Turns 1 and 2 while the east side is dangerous on Turns 3 and 4. Followed by an atk from the NW, the NE. A simultaneous atk led by alien commanders from the north and NE will end the waves of atks.
Note: All my units are aced units. I have all the free units before Antartica.
I used a Blue Dragon, T-14, ZTZ-99, MGM-134 (missile arty), Ticonderoga and Slava (missile boat).
You have 2 islands under allied control.
- The northern island is 3 hex wide and comes with an income building. Defend it as much as possible until both your tank units stationed there have died.
- The southern island is somewhat shaped like this arrow > and contains the air base which you must defend for 10 Turns. It also has a UN missile silo.
The UN ships will hardly move about, so think of them as stationary guns.
Your 3rd best tank and best arty will be deployed on the southern island. I assume that they are the ZTZ-99 and NATO missile arty (MGM-134).
Your 2 best ships will be deployed as well. The 2nd best on a port and the best to the SE of the 2nd best.
Before you open the map, switch out the missile boat for your Ticonderoga and your carrier for the missile boat. This is crucial later on.
1. Move your Ticonderoga to the SW such that its 3-hex range guns will target everything there. Use it to capture the southernmost teleporter and capture the other one when it is empty. Ignore the alien tower.
2. Fire your missile boat at the southernmost teleporter. Once your Ticonderoga takes it, turn the missile boat on other enemy swarms. Aim to use it to deal splash dmg to weaken or destroy as many shields as possible while minimising allied casualties.
3. Use the missile arty to hit the alien next to the southernmost teleporter. After that, you will turn its guns to the north and northwest. Your priority is to use it to destroy the aliens' shields.
4. During Turn 1, focus fire on the nearby alien fort. Afterwards, hammer the aliens that dare to approach.
5. The ZTZ-99 (3rd best tank) should be used to pop the aliens' shields or block the aliens' route to the air base. Do NOT use it to occupy the air base. The UN uses Eagles to attack the aliens which deals quite a lot of dmg and you don't want to waste money to rebuild an airforce from scratch.
6. Your 2 best tanks are to atk the alien ships' physical bodies. Your best tank should always be given the killing blow so as to be able to use it to atk again and deal more dmg compared to your 2nd best tank.
7. Spam Type 45s from the port. Their priority is to act as a blockade since the alien ships cannot fly over our units. If the aliens' shield HP is low enough, use the Type 45s to destroy it for your tanks to atk them directly.
8. You may want to spawn a Ticonderoga late in the game so as to use its 3-hex range guns on the weakest 2-hex range aliens.
9. Continue to move your Type 45s about to form a partial blockade of the target island. Your Ticonderoga should move to support your defence after occupying both SW teleporters.
10. The aliens will generally attack from both sides at first, but the west side is more aggressive on Turns 1 and 2 while the east side is dangerous on Turns 3 and 4. Followed by an atk from the NW, the NE. A simultaneous atk led by alien commanders from the north and NE will end the waves of atks.
Note: All my units are aced units. I have all the free units before Antartica.
I used a Blue Dragon, T-14, ZTZ-99, MGM-134 (missile arty), Ticonderoga and Slava (missile boat).