Beta 9: Destroy primary SAM sites

LZ Defense

Unlike most missions, this one doesn't contain a lot of enemy ground units. There are a lot of enemy VTOLs, however. Produce some Cyclone AA units, and load a couple along with a truck and seven heavy combat units onto the transport. When they arrive, position the units to the north of the LZ while the truck constructs a Repair Facility and a few Cyclone AA emplacements. The Collective will send some Hover units to attack your LZ. Eliminate them before they cause too much damage to your operation. Bring in another load of combat units, then a bombardment group and a couple of VTOL groups. Construct several VTOL Rearming Pads near the LZ. Don't wander to the east of the LZ or the enemy position there will fire at your units. When the bombardment group arrives, blast this position to the ground.

SAM Hunting

With the LZ secure, it's time to go on the offensive. With a combat group in the lead, head east, where the first enemy base is located. Start your attack at the southern portion of the base and work your way north. Use both your bombardment group and the VTOLs to level the base. There are several AA structures down in the depression that also must be destroyed. Once this base is finished, advance north.

Once you locate the second Collective base, send the VTOLs in to attack and also to give you a better look at what's inside. Assault this base from the eastern side first and then work your bombardments west until you take out all the defenses. The final enemy base is in the northwest corner. This base contains some enemy ground units, so keep a combat group or two ahead of the bombardment group for protection. Also send in VTOL strikes against the hardpoints and Factories to hasten the enemy's destruction.

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Commentary

Anonymous wrote on May 18, 2011:

To my estimation the initial strategy doesnt work quite well cause the enemy VTOL's destroy your AA-units too fast and then go after the Truck. So your units are left unprotected from air. I suggest to take 4 AA-units and rest Trucks in the first wave. Use AA-units as a buffer to take fire. One Truck build ground-defense in the north, one build ground-defense in the east of the LZ. 4 Trucks build in groups of two AA-sides. The second wave should be combat units and maybe an additional truck.

Anonymous wrote on Sep 9, 2011:

I agree with your estimation and eventually decided to bring along 3 or 4 AA units, but I also brought along a few Tank Killers. Even so, I was having a lot of trouble with the VTOLs. So I built AA units with high ranks and that made the difference. With an elite or professional rank your AA firing accuracy increases dramatically. They really tear up those VTOLs, plus the high rank makes your AA harder for the VTOLs to hit. To my surprise, the VTOLs didn't even shoot at my AA. Instead they went after my trucks and Tank Killers.

Anonymous wrote on Sep 14, 2011:

In version 2.3.8, my first wave is composed of 4 AA phyton tank (one of it is an elite), 2 ripple rocket phyton hover, a commander, and 3 truck mantis tank. The second wave is composed of 2 gun mantis tracked, a CB sensor mantis tank, more ripple rockets, and commander, The enemy will send waves of 4 lancer vtol, 3 tank killer hover, and some cyborg later (about the same time as the arrival of my second wave).

First vtol wave will target my first building. Any survivor will return as 3rd (5th, 7th and so on if there still any left) wave, targeting the same building or the next one if it's destroyed. Second vtol wave seems to target my most experienced AA tank. Any survivor will return as 4th (6th, 8th and so on if there still any left) wave, targeting the same tank or the next one if it's destroyed.

As soon, as the first wave lands, build any bunker (which can withstand many lancer hit) at the south-west corner of the building nearest to the landing zone. Order the second truck to build any hardpoint (which also can withstand many lancer hit) at the north of the bunker. Make sure the bunker building task already in progress, before the hardpoint. If the hardpoint is destroyed, keep building more at the same location. The hardpoint and building will provide cover for the bunker. As long as the bunker isn't destroyed, the enemy is scripted to keep sending vtol to target it, even if the site is guarded by 4 AA tank ;)

The third truck is to build repair bay to the west of the landing zone. The first truck doesn't need to finish making the bunker. It can leave it half built then assist to build repair bay. The hardpoint builder may finish the bunker after it completes the hardpoint. After the repair bay is completed, order the trucks to build 2 lancer bunker to the north of repair bay, which will act as a sandbag for the commander against enemy's hover that will approach from north. If the bunker is destroyed, keep building more at the same location.

While the truck is busy, send the ripple rockets to the south away from harm. The commander should be stationed between the repair bay and the 'sandbag' bunker. Put the experienced 'decoy' AA tank near repair bay and attach it to the commander to further increase its damage resistant as we don't want to lose it against enemy's lancer vtols. Put the other AA tank on fire-at-will mode to ambush any vtol attacking the decoy tank and bunker.

If everything works as planned, we won't have lost any unit when finally enemy's hover approach the 'sandbag' from north. As they stop to strike the sandbag, attach a ripple rocket tank to the commander then strike a healthy hover. The entire salvo should be enough to destroy it. Do the same with the other ripple rocket tank against next hover. The remaining damaged hover should be no match against the twin lancer bunker.

With the arrival of more ripple rocket units and CB sensor unit to counter-strike enemy's hidden artillery, the rest of this level should be easy for the land units ;)

Anonymous wrote on Oct 3, 2011:

I hope to settle with the AA ranked strategy,,,,,but how you ranked them?

Anonymous wrote on Oct 8, 2011:

When you recycle a tank the rank is kept in reserve and when you build another tank the highest rank in the reserve will be assigned to the new tank. If you've built a lot of tanks and no longer have any ranks in reserve, you would have to recycle a tank that did have a rank. Say, for example, you had three lancer tanks with professional ranks. If you recycle them and build three AA tanks the AA tanks will all have professional ranks. Ranks won't be assigned to trucks or repair tanks, however.

Anonymous wrote on Oct 11, 2011:

The experience from 8 vtols and 3 hover isn't worth the risk of losing experienced AA tank. Better get experience from wall (or wall infinitely repaired by enemy truck), after all their defense destroyed. So for initial landing, just bring commanders (high hp), and many expendable trucks to setup defense around landing zone, so any combat unit with weak hp can safely arrive by the second transport. The decoy building and bunker approach mentioned in above post, plus additional truck should be enough to prevent enemy's hover TK from taking over the landing zone.

Anonymous wrote on Jan 13:

There's no risk. If you lose an experienced unit you can quit, load the last save and try again.

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