21. Lin's Gambit
Quick Strat ———–
Gotta take the seas early, that is the key, and you are given more than needed with your starting navy. Hold off til day 3, then attack with your ground units to the east. But be sure to use your rockets, flare, and the hiding spots to break through. Once you’re through, the rest is easy.
Full Strat ———-
*NOTE: Pay attention to day 3, which is when I decided to hold off instead of attack. For an S rank if you want.*
Day 1, to the far west you should load your infantry onto the rig and send it up the road to get the buildings to the north; bike and infantry in the middle have cities to capture this turn, and even the infantry by your HQ should capture a city. Send all other ground units east. As for the units to the east, put your flare on the wood spot, load mech onto lander, put rockets at the start of both bridges, and move the rig and WTank up. For the sea units, send the lander and unload it on the nearby empty island. At the factory by the gunboat, build an infantry and leave the gunboat. Send all other sea units into one big group in the middle area; don’t dive the subs. At the other factory, build a recon.
Day 2, use your flare to shoot a flare north, and then hit both units with your rockets. Send your recon after the AT (anti-tank) and put your WTank on the other bridge. Move your tank and AT east, finish your captures, get your other soldiers into capturing position, and have your rig supply one rocket. Build a tank. Load your infantry onto the gunboat and unload it on the hunk of land with just the port and factory. Send your subs north and dive them. They should reveal the enemy fleet, so bomb a BShip with your BShip. Check their vision (which is 3), and place your cruisers out of visibility. *Pay attention during his turn to see if the carrier with the seaplane is visible.
Day 3, if you saw the seaplane and still see the carrier, there should only be a BShip blocking your path to it. Bomb that BShip, kill it with a sub, and then send your other sub to kill the carrier. Have your cruisers gang up on another BShip and send your gunboat after the other; move up your other cruiser, and if you can, have your rig fuel up your BShip. Capture with your soldiers, send one infantry to the only other city on the southern strip, send your bike to its north, and send the other infantry east. At the bridges, shoot a flare. Rocket and finish off the mech with a tank, and that should free up your WTank to attack. Be mindful of enemy vision and move up your units. Build a gunboat and tank at your production spots to the east. *You can send units into hiding spots in FOW, in case the enemy units are placed differently.
*NOTE: I have also tried holding off the forces at the bridge for a big push in the next turn, so try that. Actually, this was how I got an S rank.*
Day 4, on the seas, kill the BShips and whatever else. Finish your captures or start new ones. Send your new gunboat after the lander, which should have unloaded a unit on the central island; just attack any units with your mech and have your bike incoming. To the east, send up your recon north and then east, ending on a piece of road between two woods. That will reveal two rockets and a few other units. One tank will be able to take the northern rocket, and have your rocket attack the other. Advance your other units, protecting both your rockets and being mindful of the vision of the enemy. Build an MTank. Also, retreat your WTank if it’s still alive.
Day 5, sub should be able to take another carrier, and then the last BShip. There should also be a WTank at a beach, so bomb it, and kill a gunship with your weakest cruiser. Combine your other two cruisers and send them east. Captures to the west and then fight in the center island. To the east, the big fight, keep in mind of the FOW. Move your recon and rocket onto the ruins at the ends of the bridges. Should have tanks attack the enemy rockets, but the one up north will probably still be alive. Send everything up, with FOW and protection in mind. Use the rig to the west to fuel a sub if you can, and use the rig to the east to fuel the flare and a gunboat at the same time. Build a MTank. Have your lander on a beach to the east (which sounds like you’re sending it on a summer getaway).
Day 6, fuel up both subs and gather your sea units sorta around the central island; and keep your subs by the beach to the west. Captures all around. At the big fight, shoot a flare to reveal unseen spots and bomb whatever is the strongest. Kill what you can and keep your damn rockets hidden! To the south, retreat your WTank to a city if it’s there, and then load the MTank and lone infantry onto the lander and send them north. Just build a tank.
Day 7, by now, your sea units should be contributing to the big fight, so have them contribute. Shouldn’t be much to attack, but do weaken what you can and move everything north. Heal wounded units at your base and just build a tank. Unload your lander at the beach near the enemy factory. Seems like I’m forgetting other things, so stay frosty.
Day 8, shoot a flare into the line of unseen spots with the enemy factory. Rockets and AT should attack what you can, and the BShip. Just gang up on the enemy up here, but be mindful of whether or not an enemy cruiser is on the approach. If so, fuel up a gunboat and build a BShip or a carrier at your western port; build a BShip only if a cruiser is visible, a carrier otherwise.
Day 9, the new BShip and subs should be able to handle the cruiser, but you always have the other BShip too. Just keep attacking. You should send your lander to the tiny middle island and bulid a WTank on that island. If you have cleared the factory to the north, be sure to either clog it with a weak unit or capture it if you can. You can leave the carrier at the port and build seaplanes if you want.
Day 10, start sending everything to the northwest corner, but be wary of two rockets hiding in the woods areas.
The rest is just making the big push. The rockets will be a bit of a trouble, and so will any units built at the last factory. Remember to use your subs to make sure the ports are clean too. Just make smart moves and be quick. Use the carrier to build seaplanes ASAP.
========= Ch22: The Great Owl ========
Quick Strat ———–
Be aggressive, and then conservative when you reach the base. Just clear the enemy skies, free up the airport by killing the enemy missile, and then build bombers. The aggressive part is claiming the factory to the southeast as quickly as you can.
Full Strat ———-
Day 1, remember, avoid the middle where possible. Infantry in corner take city in corner, infantry by river take the airport, infantry by meteor take city to the north, and bike to the south take a city. Then send everything to the south, avoiding the center field, and build an AAGun.
Day 2, also remember, keep track of the missile’s range to the north. Finish your captures and send all your units east. Use your fighters to block the tank from killing your AAGuns, but other than that, send everything east. Build a BCopter.
Day 3, retreat your infantry, but the bombers will probably get them. With your army, just start attacking, focusing on the fighters. Don’t build anything so that you can build a fighter next turn. Don’t have your units capturing any cities, just send them east.
Day 4, by now, keep an eye on the range of the enemy units to the north of your army, and avoid that rocket. Be sure to clear out practically all the units to the south, and clog the factory. Build a fighter at your airport to the south, cause the one to the north is covered by that missile. Have your bike by the mountain so it can steal the factory next turn.
Day 5, kill anything left to the south and start capturing the factory. New fighter should be able to attack one of the bombers, for some reason, and combine your other fighters and send them back west. With your ground army, go after the rocket and other units in reach, but keep your BCopters safe. Build nothing.
Day 6, fighters after the bombers. Everything go after the bunch of units away from the enemy base, sending a BCopter after the missile, but just go crazy and attack whatever.
Day 7, fighters attack the last bomber. Retreat your weak units and send your WTank after the missile, hopefully killing it. Gang up your BCopters on a WTank. Build a bomber at the northern airport and build a WTank at the factory to the east. Mechs should be capturing by now.
Day 8, load your CO on the bomber, if you want, or the WTank. Have the bomber attack the AAGun, WTank attack the WTank, combine both fighters, retreat your weak WTank if it’s there, capture, build another bomber, and build a tank.
Day 9, bombers attack, gang up on any WTank threatening, and build a MTank.
Day 10, finish off the enemy WTank, retreat any units, and build a tank.
Day 11, if you have a weak bomber at the north, and if there is an infantry trying to capture in the middle, send that bomber after it. Just rally to the east, and if there is a unit near your base, feel free to build a BCopter to handle it. If you can, place your bomber out of the missile’s range.
Day 12, if there is no danger, send your bomber after the missile. Don’t do anything, just build a tank.
Day 13, finish off the missile if there are no anti-air units around. Should be mechs near you units, but just hold back and keep your tanks away, but feel free to attack with soldiers. Build a bomber.
Day 14, if there are some AA units around, retreat your bomber. Move out your other bomber to a safe spot, build another bomber, and just get your ground units ready to go.
Day 15, attack the AAGuns with your bombers, and put as few units in range of the rocket as possible. Build yet another bomber.
Day 16, still too many AT units, so just attack with your bombers. Build, yep, another bomber, and if you can’t afford one, combine some tanks.
Day 17, now you should be able to go it. Take out the AAGuns, and don’t be afraid to use your tanks to do so. Damage as many ATs as you can and be ready to end this next turn. Build a bomber.
Day 18, build whatever and finish this. Should squeak by with an S rank.