Welcome to Chapter 6N, where the difficulty ramps up pretty high and frequent repairs seem unavoidable just like in 5N. This is partially due to fact that the chapter came out in KR and CN post Fairy-era, but the EN server will get to try it without fairies. If you were able to clear Arctic Warfare chapter 3 night maps easily, you have a chance to survive in 6N.
This chapter will favor ARSMG comps with focus on utilizing AoE skills. If you have properly enhanced equipment and Skill Levels for the T-dolls, 2 Night ARSMG and a dummy is all the preparation you’ll need to take on the first 3 maps. ARs with low initial CD AoE skills like FAL and Zas will be valuable, as will any SMGs with AoE skills like Vector, Skorpion, and PPS.
However, don’t overload echelons with multiple AoE skills.
These night ARSMG echelons will need to take on armored targets as well as battle against one or two Manticore units.
I would recommend a mixed balance of self-buff ARs and AoE ARs.
Here are examples of such a set up. If you have better T-dolls, use them instead of copying what I do!
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6N Guide
←Required Squads: 2 night AR SMG echelons + 1 Dummy + 1 Friend Echelon There is a good mix of normal and armor type units. It’s not going to be an easy map from the start. Start with 2 night Echelons and a Dummy Echelon at the bottom left helipad.
The Dummy Echelon is going to move up so we can deploy a Friend Echelon. I would recommend a similar composition like Night ARSMG echelon with AoE skills. Set it to ‘Eliminate’. Swap back with the Dummy Echelon so it can take the Helipad above.
Change the AI setting of the Friend Echelon to ‘Wait’. Then have the Combat Echelon on the bottom right sweep the right side of the map and end on the Helipad to capture.
Make sure to resupply the echelon and finish sweeping up the right side of the map, capturing another Helipad. Combat Echelon in the center goes in a wide counter-clockwise motion to capture the Radar and eliminate any stragglers in the area.
For the last two turns, eliminate enemies that are going to be on the left and center of the map. Then the other Combat Echelon moves to clear the last remaining enemy in the center of the map.
Required Squads: 2 night AR SMG echelons + 1 Dummy + 1 Friend Echelon [Removing Jupiter] Interestingly this map is separated into two distinct sectors. But If you were able to clear the first map, this shouldn’t be any more difficult. I would strongly recommend bringing units that can pop an early AoE skill like Vector, Skorpion, and PPS-43 on the right side of the map, due to the large number of Dragoons.
Make sure to spawn echelons on the Helipad before moving on. Set the Friend Echelon to ‘Eliminate’ so that we don’t lose the Helipad on the left side.
Swap the Combat Echelon on the left side with the Friend Echelon, this will force it to attack Jupiter. On the right side of the map, there are two branches that need to be cleared: the shorter branch on the right, and the longer branch in the center. Clear out the shorter branch first and move your Dummy Echelon to reclaim the starting Helipad.
Make sure to resupply before continuing on the right side. Then take the route to the Helipad on the center that kills more enemies. Then move the Dummy Echelon to capture the Radar between the Helipads.
Now all you have to do is sweep the remaining area that has enemies. Should be an easy task to locate them without running out of movement points.
Required Squads: 2 night AR SMG echelons + 2 Dummy + 1 Friend Echelon [Vs. Tarantulas (Armored Doggos)] This map contains Tarantula units and Brutes that can shred your front line if you are not careful. Again, having dolls with fast activateable AoE skills are going to be useful in order to make quick work of these nasty critters. Starting off, just deploy 1 Dummy Echelon on the helipad.
Move the Dummy Echelon down once towards Manticore. Don’t worry! It does not move at all from that spot. Summon a Friend Echelon that can take on the Tarantula and Brutes. If you cannot find Friend Echelons that could, using Griffin’s echelon is not a bad option. Set it to ‘Eliminate” Some good kiting is recommended.
Summon your 1st Combat Echelon down on the prior helipad and end the turn. That’s it! Your Friend Echelon should take the Radar to the right.
[Part 1]: Move your 1st Combat Echelon and swap positions with the Friend Echelon. Then move it south of the Radar. Finally, deploy your 2nd Combat Echelon on the Helipad.
[Part 2]: If you have not yet done it, deploy your 2nd Echelon on the helipad, then swap once more with the Friend Echelon. Then move down once, so that both Combat Echelons surround the center helipad.
1st Combat Echelon is going to sweep the right side of the map clock-wise, but make sure to swap with 2nd Dummy Echelon to resupply before continuing. Hold the position on top of the Helipad then using the remaining move point to capture another Helipad in the center with 2nd Combat Echelon.
Now there should be enemies left in the isolated branch highlighted above. You should have plenty of turns and movement points to kill them all.
Required Squads: 2 [night AR SMG echelon and 1 RFHGSMG] + 2 Dummy + 1 Friend Echelon [Vs. Boss] Map View. It’s a massive map but actually quite manageable compared to other final maps of prior chapters. There is an actual boss unit [Alchemist] on the helipad bottom left of the map with 2 additional Manticore units on the center and top right of the map. If you are planning to farm the map for M16A1’s special gear, I would recommend a different method than what I’m about to show you.
Anti-Armor Echelon [AA]: Top Left of the Map Because there is a good chance that AA echelon will also fight the Manticore unit, I have elected to add a Shield SMG tanker to buy more time while the RFs will bring them down. RFHG portion of the echelon can be customized to your liking, just make sure that HGs compliment the skills that RF dolls have. [i.e. RoF RFs gets FP boost vs. FP RFs gets RoF boost].
Anti-Infantry Echelon [AI]: Bottom Right of the Map Bottom left of the map is packed with Striker, Rippers, and Guard units. Since they all have high RoF, I would recommend high evasion SMGs or a single SG as the main tanker. Additionally they have the tendency to assemble into one big group, perfect opportunity for an off-tank like Vector to cause big big damage in one swift motion.
AA Echelon moves and sweep the radar below before capturing the helipad. Then Dummy unit moves south towards Radar to allow deployment of Friend Echelon. This Echelon is tasked with taking out the Manticore unit and Alchemist, so a strong Self-buff Night AR team is recommended.
AI Echelon moves up once to capture the Radar and end turn.
AI Echelon takes out the enemy unit to the right to resupply and move to node just under the Friend Echelon in the center. Now swap until the AI Echelon is where the Friend Echelon was.
AA Echelon also resupplies, then moves down two nodes to be adjacent to the Friend Echelon, then swap the two. This is the one time where the AA echelon might be facing a infantry based enemy unit, but a SMG should be able to handle the fight while RF takes out the Strikers in the rear.
[Part 1] AA Echelon moves back to where it was in the beginning of the last turn, and the Dummy echelon moves one to the left to avoid any potential run-in with the enemy unit.
Now that a majority of the map has been cleared, we are sweeping the remaining area. Use your AA Echelon to sweep the top-right where there the last Manticore unit is hiding.
By turn 5, unless some roaming enemies hid further in, you should only have a small area remaining to sweep!
Quick Farming Routes for Special Equipment
Good and bad news. Only Alchemist can be farmed for special equipment. However, it’s relatively easier to farm than 5-4N! Here is my setup.