Area 10 introduces new level of difficulty as well as 3rd phase by new faction: KCCO. They will have yellow as their color for the node, and some of them will even be controllable [in blue] working just like friend echelon. It will be important to control them to our advantage to get S-rank clears, but majority of them will be easy to achieve. Additionally this is first time that armor units are introduced to normal/emergency missions in storyline.
It will be important to bring elite echelons to this battle as there will be tough battles that will require counters [i.e. large number of Strikers and 199 armor unit]. Additionally if you have a Parachute fairy, you will be able to save some time and resources, but for those who have yet to get one, this guide will not use it.
Haha, it’s the same boss as last chapter. Clean up dust from your MGSG or use friend echelons to beat her. There is nothing new in her skillset so the old tactic works. Retreat 2 units and move last MG to the front. Be careful, as you have to make it so MG goes in a straight line, if it enters the front tile by moving diagonally Judge can target her.
Here you can find full a S-rank guide for new maps. You can also click on images to open lightbox and look through it as an album.
Take note: This guide provides only one solution to these maps with minimum requirements to get an S-rank. Utilizing fairies (Parachute especially) will help immensely in clearing those maps. Note that these ones can be affected RNG when it comes to getting an S-rank, you’ve been warned! Good luck!
Within 6 turns establish Supply route and maintain for 2 turns.
1 Combat + 2 Dummy (depending on RNG, this could be 1 Combat + 1 Dummy instead of 2 Dummies) + 2 Friend
Standard establish supply route and defend it for x turn. Recommend ARSMG echelon. For the ones who see it first time – you need to connect the Flag node to your HQ via capturing nodes, then defend it for certain number of turns.
Move combat echelon up one, then deploy 2nd friend echelon. We will swap back after setting it to 'eliminate'.
Beginning of 3rd turn, enemy units spawning from top helipad should be taken care of by friend echelon. If you have yet to resupply combat echelon, now would be a good time to before moving.
Spawn another echelon on helipad, and this echelon setup depends on the following condition; if you see that there is still an enemy on the top right of your main echelon after movement, instead you have to deploy another combat squad instead of a dummy!
Combat echelon moves around the long way to capture node on the other side of one way path. Once you establish the route, you should be fine just clicking end turn until map is cleared.
Kill 14 unit in 5 turns; control enemy HQ.
2 Combat + 1 Dummy + 2 Friend
Map that introduces KCCO faction and their… OPness. Since enemy HQ is blocked from direct approach, surround capture is the only way. We only have to focus what’s going on the bottom half of the map for the S-rank clear.
Repeat the steps by moving to left of HQ, then spawning 2nd friend echelon, also set to 'eliminate'.
Both combat echelons move to clear enemy units nearby. If you are short on kills, combat echelon near HQ can swap with Friend echelon to left. Just swap back at the beginning of next turn.
Combat echelon moves up to capture node near enemy HQ, if you need to use the additional moves to kill more units, move only up one, then capture node adjacent to enemy HQ on 5th turn.
On 5th turn you should have both nodes near HQ taken, and kills either already complete or just shy of 1 or 2.
Kill 10 unit in 5 turns; control enemy HQ.
1 Combat + 3 Dummy
If this was just to clear the map, it would be relatively easy to let Hydras to do the work. But it will be relatively simple.
You can set all but 2 of Hydras to wait, then two mentioned to 'eliminate'. Spawn dummy echelon on HQ after combat echelon move up one.
Swap with hydra on the bottom right. Also make sure that hydra units are in wait command so it won't kill more units.
Combat echelon resupplies then move to clear units around the helipad. Use last move to spawn 3rd Dummy echelon.
Swap back with dummy to resupply. This is where you have to map out your remaining kills and ending it on enemy HQ. RNG may vary. I will post my example below.
Kill 11 unit in 4 turns; control enemy HQ.
1 Combat + 2 Dummy + 2 Friend
Map itself is pretty similar to 10-2 that we are letting Hydra unit to do the work for capturing HQ. Jaeger units and Striker units are force to be reckoned with, so either take proper counter measures or take Airstrike fairy at max skill level(lower still can be used to cripple the enemy).
We are starting with dummy at the north helipad and combat echelon at the HQ. Move to center helipad on the center of the map.
Dummy echelon moves to radar just north of the helipad. Then spawn 2nd Dummy echelon. Combat echelon moves towards HQ after resupplying.
Deploy Friend Echelon on both HQ and center helipad. Set 1st Friend echelon [green] to eliminate and 2nd Friend echelon [blue] to capture HQ. 1st Friend echelon [green] is more of cautionary measure, and is not necessary.
If you do deploy would recommend changing its command to "wait" next turn.
Combat echelon Swaps with Friend Echelon then sweeps in large circle back towards center HQ. Either you should be at kill requirement or just shy of it.
If you deployed Friend echelon last turn, I would recommend changing its command to "wait".
Move around to fill that remaining kills. Also Stop the Friend echelon from moving unless you want it to run into Jupiter cannon.
Kill 9 unit in 5 turns; control enemy HQ.
1 Combat + 3 Dummy
This map looks easy but in reality most of battles are done by us, and you can read why if you don’t skip dialogues. There are heavy hitters of Jaegers and scouts, so I recommend AR echelon with AoE skills.
After moving combat echelon up towards winding path, spawn dummy echelon on HQ then Friend echelon on Helipad, set to 'eliminate'
Since it's going to be a long track to HQ, we are going to spawn 3rd dummy at the HQ, and using remaining move to push combat echelon closer to enemy HQ.
If for some reason if your kill requirement is not met, take out the Jaeger units near HQ before continuing, you should have plenty move points spare in this case.
Rescue 2 hostage unit in 4 turns.
1 Combat + 3 Dummy + 2 Friend
Judge is back! but we don’t have to fight her in this map unless you want to. We are going to rescue two hostage dolls that has 3 health points which are rather close to HQ. Important – guide is made around avoiding Judge but this makes it a bit RNG because she can outright kill one hostage on turn 3, if you can kill her and don’t want to deal with random movement we suggest you doing so!
After moving dummy to right, deploy 2nd Dummy on HQ. Then change order to friend echelon on the left to 'standby'.
Turn 3a Route A
Turn 3 is where RNG decides which route you take. Either Judge will block shortest route to hostage to left, or leave it open like image shown above. If so, take direct route to hostage. IMPORTANT - Judge here CAN kill one of the hostages outright forcing a reset.
Turn 3b Route A
Return back towards HQ and swap with Friend echelon. Manually extract hostage at the helipad now or let it auto extract at the beginning of next turn.
Turn 4a Route A
Swap your way up to helipad on the right. Then move towards hostage, don't forget to swap before rescuing to save a move.
Turn 3a Route B
This is when HQ path is blocked by Judge. In this case, swap your way to Friend echelon on the left.
Turn 3b Route B
This path will be longer, so you will not reach back to helipad this turn. Don't forget to swap before rescuing to save a move point.
Turn 3c Route B
Don't use all move points but use last move point to spawn 3rd dummy echelon on empty helipad.
Turn 4a Route B
After this point, it will be same as other route. Manually extract hostage then swap your way to friend echelon to the right of HQ.
Kill 11 units in 4 turns.
Relatively simple map but each enemy units are strong and hard to use general team. Would recommend getting counter teams on each side.
I decided to deploy RFHG echelon to bottom side and AR SMG as 2nd echelon which will take care of top half of the map. throw in AoE skill for Scouts in the middle.
Rescue 6 hostage units in 6 turns.
2 Combat + 3 Dummy + 2 Friend
Map requires bit of RNG for S rank clear as one of helipad can be impossible to capture. This map is also first map that requires 5 echelons if you do not have parachute fairy. [I hope by the time you are doing chapter 10 S-rank, you have 5th echelon] You can also clear the map early just like Rank maps if you rescued 4 hostages. This of course disqualifies you for S-rank.
If you have parachute fairy, stepping on Radar node at the bottom of the map turns all Black Goliaths to hostage unit, making this map whole lot easier to finish.
In the beginning of 2nd turn, you want the helipad on the top right side of the map to be free of red node to north of it. Restart if that is the case.
Rescue the hostage on the top right side of the map with remaining move. You should be also be able to rescue hostage near starting helipad.
Combat echelon at the bottom left helipad move up to rescue hostage doll behind black bean. Then to save move points we are going to use Friend Echelons.
Then move to right towards last remaining hostage doll. Make sure to swap to save move point. Then deploy 2nd Friend echelon at the helipad again.
You should have enough move points to swap with friend echelon and manually extract to end mission.
Establish supply route and maintain it for 2 turns with in 7 turns.
This map is more designed to tell a story rather than to be played. All you need is one combat echelon defending HQ.
Establish supply route and maintain it for 4 turns with in 7 turns.
1 Combat + 2 Dummy + 2 Friend
Now we know true nature of these KCCO faction robots. While looking daunting, establishing route is relatively easy. However now with armor units, RFHG echelon is highly recommended. Start by deploying combat echelon at HQ then Dummy on bottom helipad. North(top) helipad is not necessary for S-rank so just leave it empty.
KCCO robots near supply point will not move 1st turn as they are set on "Expand" AI logic. Spawn 2nd Dummy Echelon on helipad.
With remaining move, move combat echelon down 2 then spawn friend echelon at the HQ [Preferably strongest echelon you can find. MG recommended].
We are making sure the Friend Echelon moves to the center area near Supply point. so if there is enemy unit near it, clear it out using Combat echelon.
Swap Friend Echelon and Dummy so that friend echelon can take care of KCCO robot near supply point.
Combat echelon resupplies and sweeps bottom half of the map. If echelon took lot of damage, spawn 2nd echelon just for hydra.
As long as Friend echelon at HQ holds, you should be fine hitting 'end turn' button until you clear the mission.
10-4E Core Farming
[ Click on image to see our 10-4E core farming video guide ]