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Freedom Guard Mission 12:
Death Blow
Starting Units and Facilities
1 Headquarters (level 3), 1 Advanced Training Facility, 2 Power Generators, 3 Freighters, 2 Construction Rigs, 3 Triple Rail Hover Tanks
Starting Credits
20,000
Objectives
Destroy all Imperium structures
Taelon Deposits
There's one located on the far left side of the map, in the center, while another is located on the exact opposite side of the map inside the Imperium base.
Freshwater Springs
There are two visible near your starting position in the southwest corner of the map and another to the northeast in a protected alcove. There's a third spring at the top in the center of the map on an island, and a fourth in the northeast corner in the heart of the Imperium base. The last one is located in the southeast corner, a bit north of the bottom of the map.
New Freedom Guard Units Available
None
New Imperium Units Available
None
Freedom Guard Strategy
Dig in. You're here for a while with this one. Immediately build some turrets to protect yourself from attacks from the east. Don't skimp on Air Defense Sites either. Your defense should initially consist of Hellstorm Artillery, a few Skirmish Tanks, and stationary turrets. Be prepared to evacuate/sell off your turrets and defenders when you detect a Rift Generator's effect. Building a few decoys is a good idea, as well, although it's difficult to keep your decoys alive in the face of the Imperium's continuous attacks. Still, it's better to lose a few decoys than your real buildings.
There's another freshwater spring northeast of your base. Destroy the Neutron Accelerator and any Freighters you see visiting the spring. Using a scout, you can keep an eye on a small Imperium base in the northeast corner. Shell the Neutron Accelerator there as soon as possible. You'll have to move your artillery north in order to get in range, so keep it against the left-hand side of the map, escorted by some Flak Jacks. Build a Phase Runner as soon as possible, and load it with a few mercenaries. Send it to the top left corner of the map, and take out the rest of the Imperium base and the artillery located there.
Phase a few Phase Tanks east of your main turret wall, and don't unphase them unless you're in danger of losing some buildings to persistent Imperium attacks. If they do unphase, they will likely be attacked from multiple directions, but you should be able to take out the forces challenging your shield wall before you are overwhelmed. Phase again if faced with artillery shelling.
Your next target should be the Rift Generator, which is located in the southeast corner of the map and is surprisingly not well guarded. Scout out the Imperium base with a Sky Bike or two, but be careful to avoid the numerous Air Defense Sites. Use a Phase Runner to get some Phase Tanks and a Martyr or Saboteur there. There's also an Assembly Plant there, which you might want to try to take out first. Keep the Phase Runners coming until you succeed in putting the Rift Generator out of action. Once it's gone, you can really take the offensive.
Build up a massive wave of artillery that is well escorted by Flak Jacks and Triple Rail Hover Tanks, and begin marching toward the Imperium's main base in the northeast corner. Bring along Construction Rigs and occasionally stop to build a few turrets and Air Defense Sites. After you start shelling the Imperium Base to the northeast, start building Shock Waves - they should be able to take out the Imperium Base quickly, provided you're able to keep a path to the base clear of Imperium units. Sky Fortresses are particularly threatening. It'll be difficult to take out the artillery in the northeast corner with a Phase Runner, as it's well protected by turrets and air units. Eventually you should be able to get off an effective Shock Wave attack, which, coupled with your artillery assault, should make cleaning up the remainder of the Imperium base relatively easy.
Next: Go on to the Imperium
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