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Imperium Mission 11:
Last Stand
Starting Units and Facilities
2 Ampers, 4 Bions, 2 Exterminators, 4 Guardians, 3 Construction Rigs
Starting Credits
25,000
Objectives
Kill Commander Radec by destroying all Field Hospitals.
Eliminate remaining Freedom Guard resistance.
Taelon Deposits
There are three Taelon deposits, one in each of the top corners of the map and a third one in the southwest corner of the map a little out from the center of the map.
Freshwater Springs
There are five freshwater springs. There's one at the top center of the map, one along the left side of the map in the center, one along the right side of the map in the center, one in the southeast corner, and one in the southwest corner near your starting position.
New Freedom Guard Units Available
Shock Wave
New Imperium Units Available
Rift Creator
Imperium Strategy
Start your base in the southwest corner of the map and build a few turrets to block the northern and eastern entrances into your base. Keep your main buildings far away from the northern and eastern entrances to protect them from attacks from Shock Waves, which are a real threat in this level. Try to keep an eye out for approaching Shock Waves and ensure that your base has some defensive "depth," so you can't be taken out in one lucky Shock Wave attack. Build a large group of SCARAB Artillery and try to save some cash to build a Rift Creator as soon as possible.
There's a freshwater spring north and a little east of your starting position. It will be difficult to maintain a base nearby, even if you can eliminate the Freedom Guard presence there, but you can prevent the Freedom Guard from accessing the spring by continually bombarding it with artillery. A nice Rift Creator effect will do wonders for clearing an area of Freedom Guard buildings. By keeping the main battle located there, you'll take pressure off your main base and lessen the likelihood that you'll be hit by Shock Wave attacks. Build camera towers heading near the roads leading to your base and try to protect them from attack using defensive artillery fire.
Your main push should be east towards the Freedom Guard base in the southeast corner. Hit it hard with artillery and a Rift Creator effect or two. The Freedom Guard won't be able to reinforce that base effectively, since it is so far away from its main base (at the top center of the map), so as soon as you can take out the Freedom Guard buildings you should be able to establish a base of your own there, including another Water Launch Pad near the freshwater spring. From there, you should start expanding your presence northward, where you can attack the base near the additional freshwater spring a little to the north. Again, artillery and Rift Creator effects work wonders. At this point it's worthwhile to start a diversionary assault from your base in the southwest corner by charging a large group of Tachion Tanks all the way north to the top of the map, then heading east towards the Freedom Guard's main base. Try to ensure that you have a Rift Creator recharged when you arrive at the Freedom Guard's main base so that you can take out the field hospitals near the top of the map, because their destruction can break the back of the Freedom Guard rebellion. With both of the Freedom Guard's remaining bases under siege and the field hospitals destroyed, the rebellion will splinter with the Freedom Guard faction on the far right side of the map joining your side. Once that happens, you'll have Hellstorm Artillery gleefully joining in on the bombardment commenced by your SCARAB Artillery. Needless to say, the remaining Freedom Guard forces won't last for long after that happens.
Next: Go on to Mission 12 - Death Blow
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