Battalion Wars 2 Walkthrough :
This walkthrough for Battalion Wars 2 [WII] has been posted at 02 Apr 2010 by sparkelgurl32 and is called "Multiplayer FAQ". If walkthrough is usable don't forgot thumbs up sparkelgurl32 and share this with your freinds. And most important we have 2 other walkthroughs for Battalion Wars 2, read them all!
Walkthrough - Multiplayer FAQ
======;#@@#:====================================== .@@@#@@@@` BATTALION WARS 2 .@@@@ #@@@@` MULTIPLAYER FAQ @@@@@ `@@@@+ ,@@@@# @@@@@ ==+@` `#,================================== #@@: ;@@; ==#@@@+ @@@@:================================== '@@@: +@@@` `@@@` +; ,@@# By: MKaykitkats +@#`@@@#`@@` ##@@@@@@@. =====:@@@@@#'===================================== ================================================== ABOUT THIS FAQ: ================================================== This FAQ provides information about multiplayer in BWii. There is a list of all the missions, friendly units on the mission, strategies, and a walkthrough for the Cooperative missions. I hope the FAQ comes in handy for those who actually play this game online. :) ================================================== TABLE OF CONTENTS [TOC] ================================================== Use Ctrl/Apple + F to skip to specific sections, simply search for the letters within the brackets listed below. 1.) Table of Contents [TOC] 2.) Brief Overview [BOW] 3.) Unit Information [UIN] -Infantry [INY] -Vehicles [VIS] -Air Units [AIS] -Naval Units [NVL] -Defenses [DFS] 4.) Cooperative [COOP] -General Strategies [GSC] -From Tundra With Love [FTL] -Crack Squad [CSD] -Under Siege [USE] -Storm the Beaches [STB] 5.) Assault [AST] -General Strategies for the Defender [GSD] -General Strategies for the Attacker [GSA] -Storm the Palace [STP] -Destroy All Tundrans [DAT] -Armada [AMA] -Aces High [ASH] -Cold War [CDW] -Lightning Strike [LSE] 6.) Skirmish [SKR] -General Strategies [GSS] -Melee [MLE] -Exchange of Fire [EOF] -Border Patrol [BRP] -Sand Castles [SCS] -Donatsu Island [DUI] -Battle Stations [BSS] 7.) Closing/Credits/Contact Information [CCC] 8.) Version Info [VIN] 9.) Authorized Websites [ADS] ================================================= BRIEF OVERVIEW [BOW] ================================================= Battalion Wars 2 does indeed have multiplayer. Your username is whatever name you use in Campaign. There are three modes, Cooperative, Assault, and Skirmish. Those modes will be covered in depth over this guide. You have a "record" of sorts displayed, different for each game mode you are playing. This will also be covered. ================================================= UNIT INFORMATION [UIN] ================================================= This section is information on the units in Battalion Wars 2 Online. Note that when I say "Good against", I mean in terms of how much their weapons hurt. Obviously a Grunt is "good" against a Bazooka Vet, but can still be taken down by one fully charged Bazooka shot. :) This game has limitless possiblities, and it largely depends on how the player plays. Any unit not listed in "Good or Bad" against is neutral. And once again depends on the player skill and how they use units. :) The "respawn times" listed below are specific to Skirmish. They are slightly different in Assault mode, depending on the map. The information for spawn time will be covered specifically during the Assault part of this guide. INFANTRY [INY] Basic units, all can capture bases, and have specialties depending on their class. GRUNTS Description: Basic infantry unit. Can capture bases. Weapon: Assault Rifle. Reloads with clips. Good against: Grunts, Bazooka Veterans, Anti-Air Veterans, Bad against: Flame Vets, Assault Vets, MG Nests, Auto-Guns, Vehicles [both ground and air.] Respawn Time: 30 SECONDS Respawn Areas: HQ Value: 10 Points BAZOOKA VET Description: Anti-Tank unit. Can capture bases. Have charged shots to make Rockets fly farther and hurt more. Weapon: Bazooka. Good against: All Ground vehicles, MG Nests, Auto-Guns Bad against: All infantry [Except Anti-Air Vets], MG Nests/Towers, Auto-Guns Respawn Time: 30 SECONDS Respawn Areas: HQ Value: 15 FLAME VET/ACID VET Description: Anti-Infantry unit. Can capture bases. Weapon can overheat if held too long. Weapon: Flamethrower/Acid Good against: All infantry Bad against: Vehicles, Air units, Naval units, MG Nests/Towers, Auto-Guns Respawn Time: 30 SECONDS Respawn Areas: HQ Value: 15 ANTI-AIR VET Description: Anti-Air unit. Can capture bases. Weapon can lock onto Air Units and missiles will follow the unit. Hold down to fire more shots. Weapon: Surface to Air missile launcher. Good against: All Air-Units Bad against: Infantry, Naval Units, Ground vehicles, MG Nests/Towers, Auto-Guns Respawn Time: 30 SECONDS Respawn Areas: HQ Value: 15 ASSAULT VET Description: Anti-Infantry unit. Can capture bases. Weapon fires faster the longer it is held down, but can overheat if held too long. Weapon: Machine Gun Good against: All infantry, Light vehicles Bad against: Flame Vet, Heavy Vehicles, Air Units, Naval Units, MG Nests, Auto Guns Respawn Time: N/A [Not in Skirmish] Respawn Areas: HQ Value: N/A [Not in Skirmish] VEHICLES [VIS] Are basically support for the troops. Are limited to the same grounds, and sometimes cannot cross water (as in DONATSU ISLAND [DUI]. LIGHT TANK Description: A light Anti-armor, anti-defense, and anti-infantry vehicle. Has a machine gun on top. Well rounded unit. Weapons: Single Turret, Machine Gun Good against: Other vehicles, Infantry, MG Nests, Auto-Guns Bad against: Bazooka Vets, Air Units, Other Tanks Respawn Time: 45 SECONDS Respawn Area: Factory Value: 35 HEAVY TANK Description: A heavy Anti-armor, anti-defense, and anti-infantry vehicle. Has more firepower than a Light Tank. Weapons: Single (Double on some) Turrets, multiple Machine guns. Good against: Other vehicles, Infantry, MG Nests, Auto-Guns Bad against: Bazooka Vets, Air Units, Other Tanks Respawn Time: 40 SECONDS Respawn Area: Factory Value: 40 BATTLESTATION Description: Heaviest anti-armor, anti-infantry vehicle. High defense and very powerful. Weapons: Heavy cannon, multiple machine guns, rocket launchers Good against: All ground units Bad against: All anti-vehicle units, Air Units, Naval Units Respawn Time: 75 SECONDS Respawn Area: Factory Value: 100 ARTILLERY Description: Long ranged mobile cannons. Are good at taking out ground targets at long distances. Relatively weak in defense. Weapons: Long ranged cannon, machine guns. Good against: Ground units, base defenses Bad against: Air units, Naval Units, Bazooka Vets, other Tanks Respawn Time: 40 SECONDS Respawn Area: Factory Value: 40 ANTI-AIR VEHICLE Description: Mobile anti-air. Very good against air, but do not fare well against anything else. Weapons: Anti-air missile launchers. Machine guns. Good Against: All Air Units Bad Against: All anti-armor ground units, Naval Units Respawn Time: 30 SECONDS Respawn Area: Factory Value: Unknown [Needs to be tested] AIR UNITS [AIS] Gunships are avaliable in Skirmish maps, as are Bombers. Fighters, however, appear only in Co-op and Assault modes. They are not limited in where they can move; but can be damaged if they collide into trees, buildings, the ground, or other units. GUNSHIP Description: Anti-ground Air Unit. Has Missiles that hurt both Infantry and Vehicles alike. Weapons: Missiles, machine guns. Good against: Vehicles, defenses, infantry Bad against: Anti-air vehicles, anti-air infantry, Fighters, AA Towers Respawn Time: 45 SECONDS Respawn Area: Airfield Value: 40 FIGHTER Description: Anti-air unit. Has missiles that can follow it's air targets. Weapons: Missiles, machine guns Good against: Other Air Units Bad against: All anti-air units, and non-air units, AA Towers Respawn Time: N/A [Not in Skirmish] Respawn Area: N/A [Not in Skirmish] Value: N/A [Not in Skirmish mode] BOMBER Description: Heavy Anti-ground/navy unit. Drops a volley of bombs. Weapons: Bombs, machine gun Good against: All ground units, infantry, and naval units Bad against: Fighters, all anti-air units, AA Towers Respawn Time: 45 SECONDS Respawn Area: Airfield Value: 30 NAVAL UNITS [NVL] Usually exclsuive to their own maps. In Assault and Co-op mode, they are avliable to support ground units. In Skirmish, they are exclusive to the map EXCHANGE OF FIRE [EOF]. SUBMARINE Description: Anti-naval unit. Can dive for a limited amount of time to avoid being targeted by all units except Frigate. Weapons: Torpedoes Good Against: All naval units except Frigates. Bad Against: Frigates. Respawn Time: 45 SECONDS Respawn Area: Naval Area Value: 20 FRIGATE Description: Anti-submarine and Anti-air unit. Very fast ship. Fires a volley of missiles at air units, fires depth-charges at submarines. Can detect submarines that are diving as well. Weapons: Anti-Air Missiles, Depth Charges Good Against: All air-units, submarines. Bad Against: Any unit other than Air and Submarines. Respawn Time: 45 SECONDS Respawn Area: Naval Area Value: 30 BATTLESHIP Description: Heavy anti-ship and anti-ground. Long ranged, fires two shells. Weapons: Turrets, Machine Guns Good Against: Other Naval Units [Except Submarines], All Ground Units, base defenses. Bad Against: Submarines, Air Units Respawn Time: Unknown; Needs to be tested Respawn Area: N/A Value: N/A [Not in Skirmish] DREADNOUGHT Description: Heaviest anti-armor, anti-ship unit. Very powerful. Fires volley of shells. Weapons: Heavy turrets, flak cannons, machine guns Good Against: All naval units, ground units, base defenses Bad Against: Submarines, other Dreadnoughts, Air Units Respawn Time: 45 SECONDS Respawn Area: Naval Area Value: 90 DEFENSES [DFS] Base defenses that appear on maps. MG TOWER/MG NEST Description: Anti-infantry base defense. Weapon: Machine Gun Good Against: All infantry units Bad Against: Vehicles, Anti-defense weapons, Bazooka Vets, Air Units Respawn Time: N/A Respawn Area: N/A Value: 5 AUTO-GUN Description: Automatic Machine Guns that usually guard the HQ, but can appear at different capture points after a base has been captured. Weapon: Machine Gun Good Against: All infantry units Bad Against: Vehicles, Anti-defense weapons, Bazooka Vets, Air Units Respawn Time: N/A Respawn Area: N/A Value: 5 AA TOWER Description: Anti-air towers. Weapon: Flak cannons Good Against: All Air Units Bad Against: Any non-air unit Respawn Time: N/A Respawn Area: N/A Value: 5 RPG TOWER Description: Anti-vehicle towers Weapon: RPG Good Against: All ground units Bad Against: Air Units, Anti-defense units Respawn Time: N/A Respawn Area: N/A Value: 5 NAVAL GUNS Description: Anti-Naval cannons. Exclusinve to EXCHANGE OF FIRE [EOF]. Weapon: Cannon Good Against: All naval units Bad Against: Air Units Respawn Time: N/A Respawn Area: N/A Value: 200 NOTE ON RESPAWN TIMES: I am unsure whether it differs by level, as I did not test the same unit on different levels they appear on. Please email me if you see a problem with the respawn rates. [I was worried as the Heavy Tank takes less time than a Light Tank, but they don't appear on the same levels, so it should be OK.] Skirmish times seem consistent, Assault mode has differences. Co-op mode has no respawn, so no testing there. ================================================= COOPERATIVE [COOP] ================================================= WHAT IS IT?: You and another player work together to complete a mission, where the enemies are controlled by the AI. Both you and your partner are different teams with different units, one usually specializing in one field, and your partner in another. For example, one might have all the Anti-Air Vets, while the other has all the Bazooka vets. This means the one with the Anti-Air vets will be targeting enemy air units, while the Bazooka vets will target enemy vehicles. S RANKING?: This is the only mode where you are graded. Just like the campaign, you are graded on Speed, Technique, and Power. SPEED: The amount of time it took to complete the mission. Less time is better. TECHNIQUE: Amount of units lost. The more units lost, the worse it is. POWER: The amount of units you destroyed. The more, the better. HOW DOES MY RECORD APPEAR?: As "Missions Completed" and "S Ranks attained", there are no victories and losses displayed. IS THERE RESPAWN IN CO-OP: No, there is not. Keep in mind that once you lose a unit, it is gone for the rest of the level. Be careful! CAN I COMMUNICATE WITH MY PARTNER IN ANYWAY?: Yes, you can. On the Wiimote, the buttons 1 and 2 are to communicate. Push 1 while not aiming at anyone to call your partner to your position. Push 1 while locked on a target to tell the partner to attack that target. Push 2 in response to an order to acknowledge it. They are very simple, but very useful! Some Terminology useful for Co-op mode: STARTING UNITS: The units you will start off with at the starting of the level. POWs: POWs (Prisoners of War) are the friendly units kept within a fence usually marked with a silver star overhead. Rescuing them is not a requirement for completing the mission; however, it is highly recommended as they can make the mission easier to finish. OBJECTIVES: What you need to complete in order to win the mission. BONUS OBJECTIVES: Secondary objectives that are not required for finishing the mission, and are optional. Usually rescuing POWs. STRATEGY: Some suggested strategies for the specific mission. WALKTHROUGH: The basic way of completing the mission. It is not too thorough as missions largely depend on players and their playing style, but it gives an idea of what to do and what to be wary of. ************GENERAL STRATEGIES [GSC]************* COMMUNICATION: Communication is key! As discussed above, use the 1 and 2 buttons on the Wiimote to communicate! Both teams always have different specialties regarding the mission, use them! SPECIALTIES: Both teams are built to cover one another. If one side has Anti- Air Vets, and the other doesn't, it should be pretty self explanatory what to do when Gunships arrive. :) SECONDARY OBJECTIVES: Although they say OPTIONAL, it is always a good idea to rescue POWs and fulfill secondary requirements. A lot of good things come out of those you put time into rescuing! YOUR MAP: Press the MINUS (-) button on your Wiimote to bring up a very useful map! It gives all enemy unit locations, their defenses, and more importantly, your POW locations, objective locations, and roads to them. TAKE CONTROL: As in, make sure you are taking care of your units well! In Co- op mode, there is no respawning for your units. Having more units by the end of the level means a higher Technique score, too! BE QUICK: While there is no time limit on the levels (in most cases, exceptions will be covered), it is a good idea to move quickly, as it will be good for your Speed rating. BE THOROUGH: Eliminate all units in an area! It will add to the Power rating. Do not, however, attempt to do this if your forces are insufficient. DESTROY TENTS: When you destroy tents with a vehicle, Blue Jerry Cans appear, pick it up to regain some lost health. When you destroy the blue tents with infantry, health packs appear, pick up to recover. Thank you drteletubbie for pointing it out. :) ***********FROM TUNDRA WITH LOVE [FTL]*********** WESTERN FRONTIER AND TUNDRA WESTERN FRONTIER STARTING UNITS: 3 GRUNTS 1 ASSAULT VET 3 BAZOOKA WESTERN FRONTIER POWs: 1 LIGHT TANK [First POW Camp] 1 ASSAULT VET, 2 BAZOOKA VETS [Third POW Camp] TUNDRAN STARTING UNITS: 3 ANTI-AIR VETS 3 GRUNTS 1 ASSAULT VET TUNDRAN POWs: 1 LIGHT TANK [Second POW Camp] 1 ASSAULT VET, 2 ANTI-AIR VETS [Third POW Camp] OBJECTIVES: -Capture Xylvanian HQ BONUS OBJECTIVES: -Rescue POWs [Three camps] STRATEGIES: AS FRONTIER: -You have the Anti-Armor units. Be sure to spot the Gunship and remind your partner to take it out (Using the 1 Button on the Wiimote.) AS TUNDRA: -Be sure to look out for enemy Gunships, as you posses the Anti-Air infantry required to take them down with ease. Remind your partner to destroy any vehicles. WALKTHROUGH: A quick run through of "From Tundra With Love." 1.) RECOVERING THE LIGHT TANKS The mission will start out with the units listed above. Proceed forward, and the Tundran player should proceed to take the Gunship out quickly using Anti- Air Vets. The Western Frontier player should swiftly destroy the Light Tank. There are Xylvanian infantry that both sides can take out easily. Liberate the first POW camp, containing a Light Tank, and destroy the new enemy Light Tank that comes in with it's support troops using your Bazooka Vets and Tank. Using the Frontier Light Tank, there is a useful tip for saving time. Simply turn to the second POW camp, which has the Tundran Light Tank, and aim upward at an angle and fire. Your shell should arc and destroy the fence, with the Tundran Light Tank safely coming to you. Alternatively, the Tundran player can focus on recovering their own Tank as you deal with the Xylvanian forces when you rescue your Light Tank. Proceed to the Bridge the enemy Light Tank reinforcement came from. 2.) THE HILLTOP POW CAMP At the bridge, hold your units back and let your Tank handle the MG Tower, with your partner's Tank helping, it should be quick. Enemy Bazooka Vets will soon come onto the bridge, retreat your Light Tanks and send infantry to deal with them. On the other side of the bridge will be a bunch of tents with a few more Xylvanian troops. Be sure to use the appropriate methods of dealing with them to minimize casualties. There are two ways to go, up the hill to the right, or forward. We will go forward. The Frontier player should destroy the tower with their Tank or Bazooka Vets, and both players should be ready to face more Xylvanian Bazooka vets that cross the bridge. Be ready to turn right, as an Xylvanian Heavy Tank will be likely rolling down the hill. If your Tanks are weak, retreat them as the Heavy Tank will target them first. The Frontier player should use Bazooka Vets to take it out. Once it is gone, send Tanks to deal with the Acid Gas units at the top of the hill. Liberate the POWs [That was the third and final POW camp for this map], and the Tundran player should get ready to shoot down the Gunship that arrives soon after the POWs are free. Head to the bridge at the bottom of the hill, and get ready for the Assault on the Xylvanian HQ. 3.) ASSAULTING THE HQ Go across the bridge and take out the few Xylvanian units there. Be sure to go along the left pathway, as it is safer. The Tundran player should be wary of the looming Gunship, while the Western Frontier player should be ready to take down the Light Tank within the base. As soon as you enter the HQ area, Vlad will call in reinforcements. The Frontier or Tundran player should let their grunts focus on capturing the HQ, as Bazooka Vets handle the incoming Xylvanian tanks, and the Tundran forces get their Anti-Air Vets ready to take down Transport Helicopters. Taking down the Transport Helicopters while they are still unloading will kill everyone on board, making it easier for you. The mission is done as soon as the HQ is captured. ****************CRACK SQUAD [CSD]**************** SOLAR EMPIRE AND WESTERN FRONTIER SOLAR EMPIRE STARTING UNITS: 5 ASSAULT VETS 4 GRUNTS SOLAR EMPIRE POWs: 4 ANTI-AIR VETS, 2 GRUNTS [First POW Camp] 1 LIGHT TANK [Second POW Camp] 2 ANTI-AIR VETS, 2 GRUNTS [Third POW Camp] WESTERN FRONTIER STARTING UNITS: 4 GRUNTS 4 BAZOOKA VETS WESTERN FRONTIER POWs: 4 FLAME VETS, 2 GRUNTS [First POW Camp] 1 LIGHT TANK [Second POW Camp] 2 GRUNTS, 2 BAZOOKA VETS [Third POW Camp] oBJECTIVES: -Disable Radar Array -Destroy Fuel Refinery -Detonate Munitions Dump SECONDARY OBJECTIVES: -Resuce Radar Array POWs [First POW camp] -Rescue Fuel Refinery POWs [Second POW camp] -Rescue Munitions Dump POWs [Third POW camp] STRATEGIES: As SOLAR EMPIRE: -You are initially the Anti-Infantry team. Be sure to cover for Western Frontier Bazooka Vets. -After the first POW camp, you also become the Anti-Air team, be sure to destroy incoming Gunships! As WESTERN FRONTIER: -You are the Anti-Armor team. Use the Bazooka vets to take out Tanks, Recon, and base defenses. WALKTHROUGH: 1.) DISABLING THE RADAR ARRAY; RESCUING RADAR ARRAY POWs You start the mission the beach. The Frontier player should aim to destroy the enemy Recon vehicle that harrasses the infantry, while the Solar Empire player should aim to take out enemy infantry. Head up the hill, and the Frontier player should aim at the enemy Tanks that are sent in, as well as the MG Towers. The Solar Empire player should focus on the Acid Vets, as they can easily kill the Bazooka Vets of the Frontier player. Once inside the area with the Radar Array, free the POWs. Now the Frontier player has Anti-infantry Flame Vets, and the Solar Empire player has the capability of Anti-air. This comes right on time, as Gunships will be sent in from the direction of the next objective. Take them out before they can volley your troops. 2.) DESTROYING THE FUEL REFINERY; RESCUING FUEL REFINERY POWs Leaving the Radar Array toward the next objective, you will notice a large downward slope leading to the Fuel Refinery. There is a nice trick you can do here, which saves time and soldiers. The Frontier player should take command of a Bazooka Vet, and go only slightly down the hill. Be sure to leave the other units behind as he does this. Charge the Bazooka to it's maximum, and stand so you can still see the Fuel Refinery over the wall (you will be near the top of the slope.) Now fire toward the refinery. The rocket should go straight, then drop, taking the Fuel Refinery with it. :) Now go down the slope, and be wary of Gunships and Acid Vets especially. Then take out Bazooka vets which will be standing on the left side of the entrance. There is a field of Medical Kits to the left, take them if you need them. Now rescue the POWs, and both sides will get Light Tanks to reinforce them. Head out the exit on the right side of the entrance you came in from. 3.) DESTROYING THE MUNITIONS DUMP; RESCUING MUNITIONS DUMP POWs There is a path connecting the Fuel Refinery to the Munitions Dump. There will be enemy Recons to harass your units, take them out with Light Tanks or Bazooka Vets. The gateway is guarded by MG Towers. As they will suggest in the mission, run up close to them as they cannot aim at units that are too close to them. Take them out with Bazooka vets. Be wary of the amount of Xylvanian units inside the base, and plan your attack accordingly. Destroy the POW camp during the fighting so they can reinforce you. You will get two of whichever speciality your team is (Anti-Armor for Frontier, Anti- Air for Solar Empire), with two grunts each. All your objectives are done, but you still need to get out of there. 4.) ESCAPE Take the left exit from the entrance to the Muntions Dump. There is a long road going to a bridge and Helipad. Your mission is to reach and capture the Helipad to evacuate. There is an enemy Tank at the front of the bridge, take it out with Bazooka vets as the Solar Empire player should target the infantry and any looming Gunships. When the Light Tank is destroyed, another will be sent across the bridge to reinforce the enemy. Take it out as well, and then quickly destroy the defenses. When all that is gone, raid the Helipad area. There are Xylvanian infantry, but divert some of your forces to capturing the Helipad to save time as well as gain a Power bonus. It does not take too long for troops to activate the Helipad. When it is captured, you're done. ****************UNDER SIEGE [USE]**************** TUNDRA AND WESTERN FRONTIER TUNDRAN STARTING UNITS: 1 BATTLESTATION 4 MORTAR VETS WESTERN FRONTIER STARTING UNITS: 2 AA VEHICLES 5 BAZOOKA VETS OBJECTIVE: -Destroy AA Towers (3) SECONDARY OBJECTIVE: -Destroy Fuel Storage Tank AFTER FIRST OBJECTIVE IS COMPLETE: TUNDRAN UNITS: 3 FIGHTERS 2 BOMBERS WESTERN FRONTIER UNITS: 3 FIGHTERS 2 BOMBERS OBJECTIVES: -Destroy Mining Spider -Destroy Battlestations before they can destroy the Mausoleum STRATEGIES: AS WESTERN FRONTIER: -You have the Anti-Air units. Use them to down the Gunships. On this mission, it is announced when Gunships are incoming, they come in pairs, so be careful. -Bazooka Vets are also there to back up the Tundran Battlestation if it's health gets too low, use them to take out the incoming Heavy Tanks! AS TUNDRA: -You have the Battlestation. Take out all that that stands in your way, and remember to pick up Blue Jerry Cans from Heavy Tanks. -When you hear the incoming Gunships, be sure to alert the Western Frontier player to take them out quickly. NOTE: This is a "two part" mission, your units will change after certain objectives are completed. WALKTHROUGH: 1.) THE FUEL STORAGE TANK Directly in front of you, across the bridge and some land, is the Fuel Storage Tank, marked with a Star above it. As long as it's still around, Xylvanian Heavy Tanks will keep coming to attack you. The game announces each time a Heavy Tank comes in. The Tundran player's Battlestation should focus on clearing a path toward the Fuel Tank. The Western Frontier player's main job is to look out for Gunships. Luckily, every time Gunships come in, there is an announcement made. The Mortar Vets should be used to support the Battlestation against infantry, while Bazooka Vets on the Frontier side should focus on the defensive towers and Heavy Tanks. Be careful with the AA Vehicles, they are vital to the protection of the Battlestation. Keep them behind it. Destroy the Fuel Storage Tank, and get ready to head down the hill to complete the main objective. Be sure to repair your Battlestation and AA Vehicles by collecting the Blue Jerry Cans from the destroyed Heavy Tanks around the Fuel Storage Tank. 2.) THE THREE AA TOWERS The Tundran player should focus on destroying the Heavy Tanks that are at the area coming up. Meanwhile the Frontier player should focus on Gunships, still announced each time they come in. The Bazooka vets are very helpful against the Heavy Tanks as well, where the mortar vets should target the Xylvanian Infantry stationed around and between the AA Towers. Wipe out the Xylvanian forces first, then focus on the towers. However, if you want a speed bonus, After the Heavy Tanks are destroyed, just let the Battlestation target the AA Towers, as the infantry can't do much to hurt it. This may hurt your Power score however, so a better method would be to let the Bazooka vets destroy the AA Towers while the Battlestation and Mortar Vets destroy the Xylvanian Infantry. The part with these units will now end, and you will switch over after the cutscene. 3.) THE MINING SPIDER Both teams will now have three fighters and two bombers at their disposal. The Bombers are vital to the success of both final objectives. The fighters are to cover the bombers against enemy fighters. This part is generally considered very hard. The Mining Spider can take a fair amount of bomber volleys, and two Dreadnoughts come in to support it with their own AA fire. If you are not too concerned about speed, then take the time to destroy the Dreadnoughts first, and ensure the fighters keep destroying enemy fighters, then do single bombing runs, while putting your other bombers in a safe place to fly in circles. Be sure you are commanding the bomber so you can make evasive manuevers when needed. It helps if your partner and you do bombing runs at the same time to minimize damage from all the mining spider guns, they can only focus on one at a time. After the mining spider is destroyed, a cutscene will happen and be ready for the final objective. 4.) THE BATTLESTATIONS Now it's your turn to destroy Battlestations, rather than protect them. You have a time limit of sorts here, which is until the Mausoleum is destroyed by the Battlestations which are en route. Be wary of their positions at all times, and if they announce the Mausoleum is taking damage, be sure to eliminate the immediate threat. There are two ways to go about doing this. 1.) You and your partner can focus on one Battlestation at a time. It will destroy it quicker, but give the other Battlestations more time to get closer to the Mausoleum. 2.) Bomb each Battlestation at the same time. You and your partner can spread bombs on every Battlestation, weakining them all slowly at the same time. By the time they reach the Mausoleum, they will either be destroyed or very close to being destroyed. 3.) Both. Your partner focuses on one Battlestation while you go around weakining the others. When your partner is done, they move to the next one and focus as you keep going back and forth. Eventually, you two will be focusing on the same one. The third is usually the preferred choice. There are other methods not listed here, but these are the three commons ones. Be sure to use fighters to fend off any air threats to the bombers, if you have any remaining. If not, you could always try the odd method of bombing a fighter, but this is very hard to pull off, and you would be better off just trying to dodge missiles while continuing to bomb the Battlestations. If you get stuck with fighters, try your best to volley the Battlestations as much as you can, but this method may not be too effective. Be sure to use the Minus (-) button on the Wiimote to check for the positions of enemy Battlestations! After they are destroyed, the mission is complete. Good work! *************STORM THE BEACHES [STB]************* TUNDRA AND SOLAR EMPIRE TUNDRAN STARTING UNITS: 2 BATTLESHIPS SOLAR EMPIRE STARTING UNITS: 3 GUNSHIPS OBJECTIVES: -Defend Solar Empire Landing Ships -Destroy Sea Forts AFTER OBJECTIVES ARE COMPLETE: SOLAR EMPIRE UNITS: 4 GRUNTS 5 ANTI-AIR VETS 3 GUNSHIPS* SOLAR EMPIRE POWs: 3 BAZOOKA VETS [First POW camp] 3 ANTI-AIR VETS [Second POW camp] TUNDRAN UNITS: 4 GRUNTS 5 MORTAR 2 BATTLESHIPS* TUNDRAN POWS: 3 FLAME VETS [First POW camp] 3 MORTAR VETS [Second POW camp] *carry on from last objective OBJECTIVES: -Capture Anglo HQ SECONDARY OBJECTIVES: -Rescue POWs STRATEGIES: AS SOLAR EMPIRE: -You have Gunships, a very versatile unit. Be sure to not carelessly lose them to enemy AA Fire. -You will have the Anti-Air capability, so use this appropriately to destroy enemy Bombers. -You also have Anti-Armor capabilities after the First POW camp, use this on the vehicles! AS TUNDRA: -You have two Battleships at your command, use this to constantly support the assault forces that are inland by wiping out defenses and other vital enemy units from afar. They can reach most points of the level due to the body of water running alongside the land. -You have Anti-Infantry units, use them to your advantage to help your partner who specializes against Air and Vehicles. NOTE: This is "two step", however, you retain your units from the last round, and instead get more added. WALKTHROUGH: 1.) THE LANDING The Tundran Battleships should focus on the enemy Battleships, while using the Solar Empire's Gunships as support. You should be able to take the Battleships down with ease, and then turn your attention to the Sea Forts. You should not have any casualties, and make a safe landing on the beach with both transports intact. 2.) THE FIRST POW CAMP Heading toward the first POW camp, use the basic strategies listed above, as it is pretty much a road that requires you to use Team specialties. The Tundra player should wipe out enemy defenses with their Battleships, and the Solar Empire player should send in Gunships only after all Anti-Air threats have been ereased. The Tundran player should focus on defending the Solar Empire's units from enemy infantry, as the Solar Empire should protect Tundran troops from Air. Vehicles can be taken out with Battleships and Gunships. After liberating the first POW camp, the Solar Empire now has Anti-Armor capability, and Tundra has Flame Vets to increase their Anti-Infantry power. 3.) THE SECOND POW CAMP From the First POW camp, exit through the only other way, and be sure to take out the Bomber. This is one of the few areas I believe the Battleships cannot reach, so be careful! After exiting the second fortified zone, there should be a straight road to the Anglo HQ, with a POW camp on the right side. Liberate the POW camp to add Mortar Vets to the Tundran team and Anti-Air vets to the Solar Empire. Be sure to take out enemy Artillery with the Tundran Battleships, or Gunships, but Gunships are a slight problem due to enemy Anti-Air. 4.) THE HQ Climbing the hill is not too much of a challenge, be sure the Tundran player is using the Battleship to constantly bombard the HQ area, and Mortar Vets to flush the enemy infantry out in the open where they can be easier to take down. This should be more of the Tundran player's duty, while the Solar Empire player needs to focus on vehicles with their Bazooka vets. Capture the flag, the day is yours. :) ================================================= ASSAULT [AST] ================================================= WHAT IS IT?: Assault puts you against another player. One player defends certain locations, while the other player attacks with the aim to capture them. Both teams will have different units. There are usually multiple objectives for the attacker, such as capture points, eliminating certain targets, etc. There is a time limit for the attacker, and they must fulfill their objectives within that time, or else the defender wins. Each objective that is fulfilled, the "supply point" moves up for the attacker, and falls back for the defender, allowing the attacker's reinforcements to appear closer to the objectives than before. HOW DOES MY RECORD APPEAR?: As "Wins and Losses." It will keep track of your prog