Battalion Wars 2 Walkthrough :
This walkthrough for Battalion Wars 2 [WII] has been posted at 23 Jul 2010 by JOCKER1 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up JOCKER1 and share this with your freinds. And most important we have 2 other walkthroughs for Battalion Wars 2, read them all!
|
JOCKER1 |
Walkthrough - FAQ/Walkthrough
*-----------------------------------*
| Battalion Wars 2 FAQ/Walkthrough |
| Written by Angelo Heartilly |
| Version: 1.21 - June 24, 2008 |
*-----------------------------------*
\ | /
Battalion Wars 2
- -
FAQ/Walkthrough
/ | \
__________________
| |
|===Introduction===|
| |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Killing some time until SSBB comes out, and decided I'd like to help fellow
gamers on a fun Wii game. Battalion Wars 2 isn't particularly difficult, but
some people playing it might find themselves frustrated with particular
missions that put the odds way against them or require them to move faster
than what they are capable of. This FAQ is here so that someone who is stuck or
just wants to know the most efficient way to complete a mission can know how to
do so. Additional information is also available for those looking to obsess
over the minutia of the game.
As usual, use the Find function to make your life easier. Ctrl+F either a term
you want to find or the numbered sections. And my e-mail is:
homicidal_bunny@hotmail.com
I welcome pretty much all e-mails. Questions, suggestions, criticisms, alt-
ernate strategies, if you have something to offer the guide then you'll get put
down in the Credits section (oooh, quite an honor!). Just make sure to put
something about the guide in the subject.
| Version History |
| |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-= June 24, 2008 =-
1.21 - Long overdue fix-ups of some errors.
-= December 01, 2007 =-
1.2 - Fixed a few nutty suggestions in the walkthrough and added sections 3 and
4.
-= November 24, 2007 =-
1.1 - Re-organized the missions into sub-sections, improved the headers, made a
few corrections. Also started the unit appendix, not updated with walk-
through.
-= November 18, 2007 =-
1.0 - Finished main walkthrough. Will re-organize missions soon, reducing the
ugly wall-o-texts into sub-sections for each specific goal like captur-
ing a Facility or Helipad or liberating a POW Camp. Unit appendices to
come soon as well, and more content. Trust me, I made myself swear off
Super Mario Galaxy until I have this FAQ mostly posted so I'm going to
be hurrying.
-= November 16, 2007 =-
0.0 - Started the guide. Waited to start until I had achieved an S Rank on al-
most all missions, so it took me a while.
_________________________
{=== Table of Contents ===}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
1 - BASICS TO PLAY
1.1 - Overview
1.2 - Unit Controls
1.3 - Commands
1.4 - Facilities
1.5 - Helipads and POW Camps
1.6 - Pause Menu and Map
1.7 - Grades
1.8 - Tips and Hints
2 - CAMPAIGN MODE
2.1 - Solar Empire - Campaign I
2.1.1 - Mission 1 - Anglo Attack
2.1.2 - Mission 2 - Rally the Defenses
2.1.3 - Mission 3 - A Matter of Honor
2.1.4 - Mission 4 - Showdown at Big Honshu
2.1.5 - Mission 5 - Repel the Enemey
2.2 - Western Frontier - Flashback I
2.2.1 - Mission 6 - Line in the Sand
2.2.2 - Mission 7 - Wings of the Gunship
2.2.3 - Mission 8 - Enemies Undone
2.3 - Anglo Isles - Campaign 2
2.3.1 - Mission 9 - Shipyards Ablaze
2.3.2 - Mission 10 - Up Periscope
2.3.3 - Mission 11 - Operation Reprimand
2.3.4 - Mission 12 - Their Finest Hour
2.4 - Iron Legion - Flashback II
2.4.1 - Mission 13 - Incursion
2.4.2 - Mission 14 - Purge
2.4.3 - Mission 15 - Apocalypse
2.5 - Tundran Territories - Campaign III
2.5.1 - Mission 16 - Scorched Earth
2.5.2 - Mission 17 - Operation Nautilus
2.5.3 - Mission 18 - Ice Station X
2.5.4 - Mission 19 - The Reckoning
3 - EXTRAS
3.1 - Rankings & Unlockables
3.2 - Online
3.3 - Getting S Ranks
4 - UNIT APPENDIX
4.1 - Infantry
4.2 - Ground Vehicles
4.3 - Air Vehicles
4.4 - Sea Vessels
4.5 - Gun Emplacements
5 - Closing
5.1 - Credits
______________________
{=1= BASICS TO PLAY =1=}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
You want to command the worlds of the army into obliterating eachother, eh?
First you need to learn how to play the game!
*---------------*
| 1.1 Overview |
*---------------*
You are the Commander, some sort of disembodied presence that has to lead the
Nation's forces into victory. The various soldiers and vehicles that compose
your forces can be given orders to attack or defend areas, while you yourself
occupy one of these units and cause some of your own mayhem. Your army can con-
sist of various infantry, ground vehicles, sea vessels and aircraft.
No matter what unit is being used, the basic gameplay stays the same. Using the
Wiimote the pointer controls where the targetting reticule for your weapon goes
on-screen. Hovering it over another unit, emplacement or facility will list
their name, their health and their alliance. Moving it closer to any edge of
the screen will rotate the camera in that direction. The targetting reticule
also has a bar curved into a half circle on the left side, which is the ammo
bar. All units have infinite ammo, but also have reload time or overheating
limits.
The bottom left corner shows units under the commanders direct command. The one
he is specifically controlling is on the left and the rest listed next to him,
grouped together by type with a number on their icon denoting how many there
are. Another symbol appears on them to show the commander what they are doing,
a green dot means they are staying put, a green arrow means they are actively
following the commander and a yellow arrow means they are seeking to destroy a
specific enemy target. No symbol means different units in the same group are
following different commands. Also, in the above right corner a small radar
shows nearby enemy and ally units,and in the above left corner messages from
the commanding officers appear.
*--------------------*
| 1.2 Unit Controls |
*--------------------*
-= General =- (all units except Fighters/Bombers)
Movement - Nunchuk stick
Aiming - Wiimote
Lock-On - Z
Camera Change - C
Give Orders - A
Fire Weapon - B
Pause Menu - +
Map Screen - -
-= Infantry =-
Combat Roll - Tilt nunchuck left or right while holding stick that direction
Jump/Man Machinery - Shake nunchuk up and down
Charge Weapon - Hold B, let go to unleash shot
-= Submarine =-
Submerge - Shake nunchuk up and down
-= Gunship =-
Ascend/Descend - Point to the top or bottom of the screen
-= Fighters/Bombers =-
Acceleration - Up or down on the nunchuk stick
Aiming/Ascend/Descend/Turning - Wiimote
Sharper Turns - Twist Wiimote left/right
DO A BARREL ROLL!! - Tilt nunchuk left or right while holding stick in that
direction (Fighter only)
*---------------*
| 1.3 Commands |
*---------------*
Commands are given by a single push of the A button, what kind of command given
depends on what the Commander is locked on to and what the units being command-
ed are currently doing. Whatever command is made it is given to the units sele-
cted at the bottom of the screen. Different unit types are selected with the
d-pads left and right directions, while specific units within that type are
selected with up and down.
Pushing "A" on a unit type will switch them from "Follow" to "Wait" or vice
versa. If the units are following different orders this will automatically set
them all to "Follow." This will also cancel any other orders given to them.
Locking on to something and pushing "A" will order the units to do different
things depending on what is locked on.
- Enemy - Attack the enemy and any associated enemies until they are destroyed
- Enemy Facility - Capture the enemy facility, or secure the area if capturing
it isn't possible for that unit
- Friendly Facility - Guard facility from any attackers, automatically using
cover provided by base.
- Friendly Gun Emplacement - Occupy and operate emplacement (infantry only).
Command Transfer is switching control to a different unit, it is done by hold-
ing the "A" button. Switching can be done one of three ways:
a. Transfer to allied unit locked-on to.
b. Transfer to nearest unit of the type currently selected.
c. Transfer to specific unit selected with the up/down arrows.
*-----------------*
| 1.4 Facilities |
*-----------------*
An important part of the game, much of the missions will have the commander
capturing and defending facilities. Besides providing cover with buildings and
the standard sandbag walls, facilities also usually generate one or two units
depending on the type of facility they are. These units aren't produced infin-
itely, but rather one or two will be produced and if those are killed then
replacements will be rapidly produced to take up their place. Some facilities
also come with automatic emplaced defenses, usually only Factories.
Your facilities can be taken over by the enemy and vice versa, so given their
role it is obvious the sort of tactical importance these bases hold. To take
over a base the enemy's flag has to successfully be taken down from the pole
and replaced by your own flag. The flagpole is usually near the middle of the
base and can be locked on to, commanding units to it will have them capture it.
Only infantry can actually capture a facility however, so if one isn't present
then capturing a new base is impossible. Infantry can be ordered to capture a
base using standard orders or the unit currently being controlled can help take
the flag down by shaking the nunchuk up and down nearby the flagpole. Up to
four infantry can work on taking the flag down at once, and the more working on
it the faster the facility will change hands.
There are five different Facilities in the game:
HQ - Produces Grunts, capturing/losing the HQ means victory/defeat in a mission
Barracks - Produce Infantry
Factory - Produce Ground Vehicles
Docks - Produce Ships/Submarines
Airbase - Produce Airships
*-----------------------------*
| 1.5 Helipads and POW Camps |
*-----------------------------*
Besides regular facilities, Helipads and POW Camps offer one-time only re-
inforcements - either infantry or ground vehicles. They are generally guarded
by enemy soldiers and receiving the reinforcements usually sparks a counter-
attack by the enemy.
-= Helipads =-
Helipads have to be "captured" like a regular facility, and then an air trans-
port will show up and drop off your new units.
-= POW Camps =-
POW Camps will have units surrounded by barb wire fence and a MG Tower watching
over them. The units will be freed by breaking the barb wire fence, which is
done be driving through it with a ground vehicle, hitting it with an explosive
shell, or shooting a nearby Ammo Dump to blow it up.
*-------------------------*
| 1.6 Pause Menu and Map |
*-------------------------*
Besides giving you a breather from the action, these two screens allow the com-
mander to stay up to date on his mission.
-= Pause Menu =-
Accessed with the + key, this offers several sub-screens.
Mission Log - A list of all of the COs remarks made so far in the mission, in
case you need to review the information.
Objectives List - As it says, lists your objectives. Primary objectives have a
gold star, secondary have a silver, completed objectives have
an empty star.
Controls - In case you forget how to play the game.
Restart/Quit Mission - These two buttons are rather self-explanatory.
-= Map =-
The map is much more valuable, it shows you the _entire_ combat area and lets
you see _any_ of the units, friend or foe, currently deployed. Dots represent
infantry, tank symbols represent ground vehicles, ships represent boats or
surfaced subs (and gunships), and planes represent fighters and bombers.
Zooming in on a map will reveal more detailed icons showing exactly what type
each unit is, or the unit can be hovered over with the Wiimote for their name
and health.
*-------------*
| 1.7 Grades |
*-------------*
After completing a mission you are rated based on three categories:
Power - How many of the enemy destroyed during the mission.
Speed - How fast the mission was completed.
Technique - How many of your own units were alive by the end.
Any of the categories can be highlighted to show more detailed results, and
under the Speed category the necessary time for 100% is provided to gauge your-
self.
Achieving all A ranks in a particular Campaign will unlock a Unit Dossier for a
nation, achieving all S ranks will unlock Concept Art. Specific tips on this
are forthcoming.
*---------------------*
| 1.8 Tips and Hints |
*---------------------*
- Green powerups are health for infantry, blue powerups are health for vehicles
Killing enemy infantry will make them drop infantry health, while enemy
vehicles will drop both vehicle health and infantry health. Health can also
be found be destroying buildings/tents that are destructible.
- Always capture Facilities, POW Camps and Helipads. The reinforcements pretty
much always outweigh what it cost to capture the position and it is helpful
for your grade.
- Practice the few evasion techniques. Combat rolling can make infantry very
pesky targets. Barrel rolling with fighters is harder but with a little
practice it can keep them alive that much longer.
- Tanks can fire further by angling their shots up, letting them hit targets
they couldn't normally by locking on. It is difficult to aim this way though.
- Use the map. Seriously, you can know the gist of every situation before you
enter it. Running in blind is rather stupid.
- Play weaknesses/strengths correctly. Rather obvious, but newbs might not get
that ordering everyone to attack the same unit isn't the best strategy. If
there are gunships harrassing you make sure you command your anti-air vets to
take care of them, stuff like that. It really will make your battalion un-
stoppable.
- Give thought to what unit you control. Being a tank is often a natural
choice, it'll be the lead unit in your battalion and do a spectacular job of
smashing through enemy lines and keeping all of your infantry alive. It is
also very difficult to take down if handled correctly and properly backed up
by it's fellow units. Gunships are also good for having a clear view of the
battlefield, quick movement and some impressive firepower. Finally, anti-air
and bazooka infantry can be used to have a fully charged shot ready to take
down enemy vehicles very quickly.
Something like Artillery isn't the best decision to control, since giving
them targets is often easier to do as another unit assigning them commands.
- Watch for enemy Air Transports and give them everything you have before they
land. Not only can you stop enemy reinforcements from bothering you, but the
Air Transports destroyed are also factored into your grade at the end of a
mission.
- Long distance attacks can usually damage/neutralize enemies without any re-
taliation. Artillery is particularly good for this, but submarines can some-
times take down other subs in this manner. Battleships/Dreadnoughts and
aerial attacks achieve similar results, although in this case the enemy is
simply incapable of effectively fighting back without the right units.
_____________________
{=2= CAMPAIGN MODE =2=}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
So, you think you're ready to take on the armies of the world? Campaign mode is
actually made up of five individual campaigns composed of 3-5 missions each,
each one putting you in control of a different nation. They have to be played
in order, but at any time you can go back to an old campaign and play an old
mission just for fun. Either select the nation on the globe or select it's icon
on the left side of the screen to get started. I numbered the missions one
through nineteen for simplicity sake, and at the beginning of each the starting
units are listed. From there it is a straight walkthrough.
Keep in mind that a lot of controls/functions won't be enabled until the game
teaches them to you, annoyingly enough.
*--------------------------------*
| 2.1 Solar Empire - Campaign I |
*--------------------------------*
The Solar Empire, based off of the Japanese, are a very futuristic nation with
all kinds of energy weapons using solar power. Plenty of powerful and useful
units, but no Battlestation. =( The single side auto-machine gun on the light
tanks always kind of bothered me too.
___________________________________
*=================================*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
2.1.1 - Mission 1 - Anglo Attack
___________________________________
*=================================*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+_________+
| 1 Grunt |
+ŻŻŻŻŻŻŻŻŻ+
Gather your Forces
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+4 Grunts
+5 Flame Vets
+1 Anti-Air Vehicle
~
Yay, our first mission and an easy one at that. Start off by collecting your
four partner grunts. Just go to the Gold Stars onscreen and on the radar. After
collecting them all there'll be another Gold Star hovering over some tank
wreckage nearby, fire at it until it explodes to uncover the path. Proceed for-
ward and some Flame Vets will appear and clear out the Grunts for you, they're
now in your battalion! Command the Flame Vets to burn the bamboo gate by lock-
ing-on to it and hitting A with the Flame Vets selected. Proceed once it falls.
Five grunts will be dropped off by an Air Transport here, but they'll fall very
quickly to your superior forces. Burn down the next bamboo gate and proceed.
At the next Gold Star an enemy Bazooka Vet is assaulting some HelplesS Anti-Air
Vehicles. You can't save the first one, but have all of your infantry rush him
to keep the second one intact. It joins your motley crew in thanks.
Defend the Airbase
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-Mission Complete
~
Just ahead a Bomber will attack you, just lock on to it and command the AA Ve-
hicle to destroy it. Then you'll be taught how to transfer to units, transfer
to the AA Vehicle and proceed through the door. You're at the airbase! Right
away you'll need to deal with two Bombers, just lock on with the AA Vehicle and
fire away, they should fall quickly.
Next you'll need to order your crew to reraise the flag. Just lock on to it and
press A with Grunts selected, then I'd suggest heading down the runway the
other way. A bunch of planes are coming in that way and you want as much time
as possible to take them out. First'll be two Air Transports. You should be
able to take them down before they land, if not your infantry can clean things
up. After that you'll be faced with two more Bombers. Just keep shooting as
soon as they get in range, and strafe to the side if they try to bomb you.
After that is over you are faced with two Air Transports and two Bombers at the
same time. Yikes. The Air Transports will pull ahead of the Bombers so deal
with them first, if one gets by then let your infantry worry about them. Just
make sure the enemy isn't dropping your flag and deal with the two Bombers like
you did the last two. Mission over.
________________________________________
*======================================*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
2.1.2 - Mission 2 - Rally the Defenses
________________________________________
*======================================*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+____________________+
| 5 Grunts |
| 5 Flame Vets |
| 1 Anti-Air Vehicle |
+ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ+
Find the Bazooka Vets
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+5 Bazooka Vets
~
Go to the first Gold Star to start off. You'll see there are some Bazooka Vets
ahead and be advised to leave your AA Vehicle behind, so do so. Your Grunts and
Flame Vets will decimate the Bazooka Vets, just circle strafe around them while
firing. Call your AA Vehicle and continue to the next Gold Star.
Some friendly Bazooka Vets blow up a Light Tank. Booyeah! If you're ready when
the scene ends your AA Vehicle can take down the Air Transport as it is flying
away, but you also have another Light Tank to worry about. Just send the
Bazookas in to take him out fast. They're now part of your team, so go ahead to
the next Gold Star.
Defend the Naval Guns
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The Naval Guns are here and mopping up incoming ships. You need to help keep
the Naval Guns operating though by killing any enemies that come on the beach.
The Naval Guns will take out one of the ships in each wave, leaving the rest to
you. Interestingly enough using the Bazooka Vets you can keep more of the ships
from landing. Just have a fully charged shot ready for them as soon as they get
in range and have all your Bazookas pelt them as they pull up, they should sink
right before they get to land. If they do land though you should know what to
do, have your Bazooka vets take out Light Tanks as fast as possible (charged
shots!) and have your other infantry clean up the rest. After all the ships are
cleared out then a Bomber will be incoming, just have your AA Vehicle shoot him
down.
Rescue the Western Frontier
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Brigadier Betty is in trouble?! Head off the beach to the next Gold Star first.
From here charge forward and shoot up the enemy Bazookas and Grunts, and a
Western Frontier Light Tank will help you soon enough (not controllable =( ).
As soon as the infantry are clear two Light Tanks will approach from ahead as a
Bomber comes in from the left. Have your Bazookas take the tanks out and be
ready to assign the AA Vehicle to the Bomber when it gets in range.
Activate the Helipad
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+1 Anti-Air Vehicle
~
Carry on to the next Gold Star. Here there'll be our first Helipad. Clear the
area of the weak infantry and then have your Grunts raise the flag. It's...!
Another Anti-Air Vehicle? Oh well, we'll need it soon anyways.
Capture the Docks
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-Mission Complete
~
Carry on a little further and there's a Light Tank and some Grunts, you know
what to do. Past that is the enemy Docks, which LOOK lightly defended. Looks
can be deceiving though, and as you approach tons of aircraft come in, Bombers
and Air Transports. Have your two AA Vehicles take out everything they can, and
then basically just clean up from there. Make sure your Bazooka Vets are taking
out the Light Tanks as fast as possible. Expect to have a few losses here un-
less you are pretty good with your anti-air units. Once all the enemy is dead
get to the Dock's flag.
________________________________________
*======================================*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
2.1.3 - Mission 3 - Rally the Defenses
________________________________________
*======================================*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+_______________+
| 7 Grunts |
| 2 Light Tanks |
+ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ+
Activate the Helipad
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+4 Bazooka Vets
~
This mission starts hot, so as soon as things begin call your troops into
action to engage the attacking Grunts. An enemy Light Tank joins the battle in
just a couple of seconds, so focus on him first and then mop up the rest.
Battle inside the walls, there is another Light Tank in the back to take out
and the Grunts prove no threat. Once they're all taken out send your Grunts to
the Helipad and have your other Light Tank follow you forward. As soon as that
Air Transport gets called in two separate parties composing of a Light Tank and
Grunts each will come from this direction, and intersecting them now isn't a
bad idea. Defeat the Light Tank in either group and then clean up the Grunts.
Rendezvous with Assault Vets
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+4 Assault Vets
~
Carry forward and you'll see three Grunts behind sandbags. As you engage them a
Light Tank and more enemy infantry will engage, as usual take out the Light
Tank first and then just mop up. Past that encounter will be 4 Assault Vets.
Have them attack the Bazooka Vets charging from the gate and turn your atten-
tion to the LIght Tank coming in on your left, take the dropped vehicle health
if you need it.
Save the Palace HQ
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
As soon as you proceed through the gateway inside this wall, you'll get a warn-
ing: enemy Artillery is shelling the Palace! Charge straight forward in your
tank, taking potshots at any infantry along the way but keep going. Your own
infantry will mop up what you leave behind. Go straight to the first Artillery
and blast him apart. Then you need to turn back a little and go to the other
side with another path to the Palace. Here is another Artillery vehicle with a
few infantry nearby, take them all out. Continue past the Artillery's remains
and a few Grunts will be just ahead, decimate them. Up the ramp and you've
reached the Palace HQ.
Protect the HQ
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-Mission Complete
~
Mission over! Oh wait, no? Guess it is going to get a bit more complicated.
Have two grunts occupy the MG nests by the flag and get ready. The Anglos will
send a couple waves at you to start, just use your tanks to shrink their
numbers before your infantry finish the job. Don't bother trying to take out
the Air Transports, they land all over and take too much time to destroy. After
the first couple of waves there'll be a lull, then I'd suggest having all or
most of your infantry guarding the flag. Then go out with your tank and do what
you do. The Light Tanks are the biggest threat to the palace, take them out to
start. They like to come in from both entrances at once, so they might get a
couple of shots off, just be quick and you'll survive. Your Assault Vets will
pretty much keep any enemy infantry from messing with your flag, just keep
those tanks away.
____________________________________________
*==========================================*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
2.1.4 - Mission 4 - Showdown at Big Honshu
____________________________________________
*==========================================*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+______________+
| 1 Light Tank |
|10 Grunts |
+ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ+
Activate the South Helipad
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+5 Assault Vets
~
Oooh, nighttime mission. Tell your Grunts to follow and charge right ahead. Hit
the two Grunts behind cover with shells and when the Flame Vets charge keep
them away from your Grunts. Past the Flamers will be a few Bazooka Vets, send
the Grunts at them and just generally keep them off your tank. The first Heli-
pad is just ahead, secure the area (heeding the threat of the Flame Vets to
your Grunts) and have those Grunts work on the Helipad flag. More Grunts will
arrive by Air Transport, but your tank will be more than a match for them.
Activate the North Helipad
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-Activate Recon scenario
~
Continuing on the path are a few more Bazookas and a few more Flame Vets, you
can handle them especially with your reinforcements. Past them you'll face a-
nother Helipad guarded by mostly Bazooka Vets, send in the Assault Vets to wipe
them out. Once again Grunts will arrive by Air Transport to attempt a suicidal
assault on you. Once you get your flag up a Recon unit is flown in, and you are
instantly thrust into a new scenario.
Destroy the Missile Silos
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
As the Recon alone you have to carry forward. Just follow the Gold Stars along
the path. If you meet any infantry along the way you can avoid them or quickly
eliminate them for a better grade. Just try running over them at high-speed or
giving them fully automatic MG fire at point blank range. Eventually you'll hit
a ramp right into an enemy base, fire at the Ammo Dump just ahead as you fly
in. Damn Recons rock. The POW Camp will fall to pieces and you can pick up your
Munitions Expert, then hit the Ammo Dump on the opposite side and charge
through the opening.
Follow this path, quite straightforward, you'll hit the first Missile Silo. The
Munitions Expert will set the charge and then we're on to the next one. Same
deal, just follow the Gold Stars. When you get to this one however you have to
clear out the three infantry guarding it. Real easy, your Munitions Expert will
set the charges then you need to get the hell out of there before it blows. Get
to the last Missile Silo and it is the same situation as last time, kill the
infantry, set the charge, hightail it out the exit. Now you just need to get to
the extraction point, but there are plenty of infantry between you and there.
Kill them speedily if you want, or just zoom by.
Capture the HQ
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-Mission Complete
~
Once you get to the extraction point you'll go back to your main force as
friendly Battleships start shelling the enemy base. Go forward through the door
and follow the path. Couple of grunts here, and two MG towers and a Light Tank
guarding the short bridge. Take the MG Towers out first and then charge across.
All that is left is a lightly guarded enemy HQ. Take care of the two Light
Tanks with your own tank, getting the first strike on them to get an easy vic-
tory. Then just mop up with the Assault Vets and capture the base.
_____________________________________
*===================================*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
2.1.5 - Mission 5 - Repel the Enemy
_____________________________________
*===================================*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+______________+
| 1 Battleship |
| 2 Frigates |
+ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ+
Escort the Ally Infantry
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
There are a few islands between you and the mainland. Shell the artillery and
RPG Towers on these islands. Your Frigates are useless for anything but shoot-
ing down Bombers so whenever one gets in range send them after it. Soon you'll
be at the coast, which you need to clear out for your Naval Transports. Take
out the Artillery first, those are more dangerous to you. Then hit the RPG
Towers.
As the infantry swarm onto the beach two Light Tanks will attack, shell them
into submission. Now you need to follow along the coast and take out the MG
Towers and the Artillery that are trying to stop your infantry, which is rather
straightforward and simple.
Destroy the Anti-Air Defenses
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-Activate ground-based segment of mission
~
Continue along the coast to see some giant Anti-Air turrets, start shelling
them. Keep your Frigates nearby too, Bombers are in the area. Once the AA
Towers fall you'll be back on land.
Capture the Airbase
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-Mission Complete
~
In control of a Light Tank head into the entrance to the east, where an enemy
tank and two MG towers await. Your own tank and Bazooka Vets should take them
out easily. You'll have to take a narrow tunnel sloping upwards. First, three
Flame Vets will assalut you here. Use the tank. You'll also come to two more MG
Towers, so shell those before they can get your infantry as well. Past that are
two more Flamers and at the end of the tunnel is an enemy Light Tank. Either
engage it with your own tank or the Bazookas, if you want to give the tank a
rest.
Once outside you should know the drill, assign your AA Vehicle to take care of
the Bomber in the area (it's only use this entire mission >_ |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Battalion Wars 2 Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

