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Freedom Guard Mission 11:
Last Stand
Starting Units and Facilities
1 Power Generator and 1 Water Launch Pad
Starting Credits
5,000
Objectives
Relocate your base to a safer location
Protect Commander Radec
Regroup and destroy all Imperium forces
Taelon Deposits
One is in each of the top corners of the map, and a third is in the southwest corner, a little out from the center of the map.
Freshwater Springs
There's one at the top center of the map, one east of center, one west of center, one in the southeast corner, and one in the southwest corner, inside the Imperium base.
New Freedom Guard Units Available
Shock Wave
New Imperium Units Available
Rift Generator
Freedom Guard Strategy
You'll lose your Power Generator and Water Launch Pad almost immediately, so pack up the rest of your base and head north. SCARAB artillery will pound you continuously. If you are willing to sacrifice a few infantry units, you can take out some of the SCARAB artillery, which will foolishly charge into the area where your old base was located. It's not really important to take those artillery units out (they'll be rebuilt), so you might be better off conserving your units.
At the top center of the map you'll be able to establish your base near the freshwater spring. Keep Radec well away from Imperium forces. Use your Freighters as scouts to check out the surrounding area until your base is established. You can build Power Generators near the Taelon sources to the left and to the right of your base. After building some turrets, start building Hellstorm Artillery and scouts. Send the scouts out to keep an eye on Imperium troop movements and on the two freshwater springs to the left and right of the center of the map - Neutron Accelerators guard them. Start shelling the Neutron Accelerators, adjacent buildings, and units as soon as possible. It's a good idea to build a couple decoy buildings to the south of your base and Power Generators, but not too far south, as you'll just make it easier for the Imperium to spot your base.
Eventually, you should be able to clear the freshwater springs of Imperium buildings and units. Try to get a couple Construction Rigs near the springs to start new minibases, complete with some turrets and a Water Launch Pad. It'll be difficult to hold those new minibases initially, as the Imperium has access to a lot of credits and, most significantly, to a Rift Generator in the southwest corner of the map. As soon as you hear the warning that the Rift Generator has been used, pause the game and look for the telltale sign of a small swirling black cloud. Immediately sell off any buildings that are close to the cloud, and move all units out of the danger zone. You may not be able to sell off all of your buildings in the affected area and evacuate the Construction Rigs quickly enough, but you'll usually be able to save a few Rigs and get some cash back, which otherwise would be lost. It's a good idea to have a few Construction Rigs on standby to recreate the buildings you've lost as soon as the Rift Creator's effect has subsided.
Use your scouts effectively to keep track of enemy troop movement. Once the Imperium relocates your base, it'll launch some major waves of attackers. By using your artillery well, you'll be able to cripple most assaults before they can reach your base, but be careful not to aim close to your own scouts. Use a Phase Runner to take out any artillery, and if you're lucky, with a few Phase Tanks and a Martyr or two, you can even take out the Rift Generator (which will save you a lot of grief). Use your artillery to work your way down the eastern portion of the map so that you can access another freshwater spring. It's now worth building a Shock Wave, which you should be able to march west (back towards your starting position) to use on the Imperium base. The Imperium's sole remaining Water Launch Pad is on the eastern portion of its base and is consequently very vulnerable to a Shock Wave attack. Once it's gone, you can clean up the rest of the Imperium base at your leisure. Of course, you could be meticulous and carefully plan a ground assault. On the other hand, sending four to five more Shock Waves into the Imperium base is far more entertaining.
Next: Go on to Mission 12 - Death Blow
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