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
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