This map is straightforward and can be beat with a single echelon. Make sure to set Angelica to 'Wait'. For experienced players, a single AR and HG at 5x links with appropriate equipment are sufficient to clear this map. If you don't want to move for the rest of the map, you can just deploy 2nd echelon to the left of the HQ and defend all points.
I recommend having at least level 70+ with 4x links for T-dolls if you are not confident in your kiting ability against the Molotov unit. However, any ARSMG compositions should have no issue clearing this map.
We are using same echelon from the first EX map which will likely be badly damaged regardless of Fairy or the T-doll involved. I do recommend Taunt or Twin Fairy if you want to minimize the cost of repair slightly.
The 2nd echelon is RFHG echelon with Taunt or Twin fairy. I elected to use HS2000 for the additional protection, but other HG like PX4 works instead. Clear can be swapped out for Calico and Hoxy can be replaced with Stechkin. Other RF/HG combinations may also work.
On Turn 2 you will see two enemy units with spanner icon under their CE, which indicates that they will heavily damage any friendly echelon adjacent to it. So it is important that you move your first combat echelon to a safe location above 2nd combat echelon. The enemy unit between the spanner icons will not move, effectively blocking the path to the HQ and preventing surround capture.
All that's left to do now is to stay in place and make sure the echelon on HQ is well-supplied and repaired if needed between battles. If 1st combat echelon is in bad shape, just retreat them to save repair cost.
This is one of the night ARSMG echelon used to clear the enemy units on the map. I strongly recommend SMG to be at least level 80 to get the benefit from the 3rd equipment slot. Use standard F formation with HG as off-tank in position 8.
This map will require each echelon to take multiple battles in a turn so make sure to resupply at any given opportunity. PEQ equipment for AR is also a must. Move combat echelon to the left then deploy 2nd combat echelon. You must have a HG or Illumination Fairy to provide vision on HQ in order to deploy 2nd echelon. 2nd combat echelon does not require a HG.
2nd Combat echelon needs to clear out the enemy near the HQ and prevent it from being surround captured. Sweep all 3 nodes adjacent to the HQ and stopping on the left. Combat echelon at the center moves to capture helipad to its right.
Depending on RNG, there may be 1 or 2 enemy units left on the map, which they can be beaten first or after the boss unit depending on if they are threatening your helipad or the HQ. If you cleared out all enemy units, all you have to do is put the allied echelon adjacent to the enemy HQ node.
When Purple activates her sniper skill, make sure to put the targeted T-doll in one of the three marked nodes in purple. Stepping on the purple node makes T-dolls have protection against her skill and attack.
This is the combat echelon I used to clear the Boss unit. Standard F formation with HG off-tank in position 8. Boss battle is not difficult to fight if you understand the mechanic, which is identical to the normal version.
I like to keep front two T-dolls in the two of the three marked nodes and leave 3rd empty. Once purple Cano designates the target for the skill, move marked T-doll [in this case Groza] to the 3rd marked node. Repeat this process until you win.
Here is the echelon used to clear this map but with significant damage done to SMGs due to lower levels. I would recommend SMGs least having level 80+ in order to benefit from the additional evasion from 3rd equipment slot.
Swap with the allied unit on the left. Resupply at the helipad then take the enemy helipad on the top left. There is minor RNG where you won't be able to capture the helipad this turn, in this case just deploy another combat echelon at the helipad below.
All that's left is to clear out the enemy units on the map that are not in the path of allied units. Some RNG will be involved but not to a degree that will make the clear impossible. With two enemy units on board that are blocking the reinforcement, there should be one or no fights left for the combat echelon.
Hitting end turn here should be fine, but if you are uncertain about the AI of allied units, manually change them to 'Eliminate' and this should remove any RNG involved with enemy units surviving.
This map is extremely difficult and I only found it somewhat manageable with specific team comp with help of Dalao brainstorming. M4 Mod team with UMP 45 as tank and Taunt/Twin fairy worked the best. [Picture has Airstrike fairy but recommend Taunt fairy or Twin fairy].
2nd Combat echelon is also ARSMG but with Uzi Mod and STAR mod. Thompson helps with survival with force field. For formation it's standard F formation but STAR's and SOPMOD's position can be changed if you think 2nd AoE skill is overkill during the battle.
This map might require few restarts to get the favorable enemy spawn if you are looking to S-clear, but other wise you generally want fewer enemy units on the right side. Start with two echelons with M4's echelon at the bottom helipad and other echelon at the HQ. Combat echelon at the bottom helipad moves to the left side. Deploy HOC at the bottom helipad.
The echelon shown are the ones used to clear the map but at significant damage taken. I recommend at least level 90+ with 5x links in order to minimize repair costs. You also do not have to fight the Boss unit at the HQ so don't worry about it. Additionally, I used a dummy echelon at the HQ instead of a 3rd combat echelon, but if you want to minimize RNG ruining your day, 3rd combat echelon is my recommendation as HQ can be threatened by RNG enemy movement around Turn 5.
Start with two combat echelons at the bottom helipads and dummy echelon on the HQ. It's important to prevent helipads from being taken. Move both combat echelon up one then use remaining moves to step on the radar on either side. This removes one of the Strong Dragoon units near the enemy HQ.
On Turn 2 we are triggering the other radar nodes to remove the remaining Dragoon units near the enemy HQ. Be careful dealing with Jaguar mortar units during the battle as they can be deadly if they hit.
Now all we should focus on is capturing nodes surrounding the enemy HQ. If you have nodes captured by all sides like shown above, work your way in from the edge where you can capture. If not, move directly into the node adjacent to HQ.
Disclaimer: The solution requires very specific moves and intentional choice of echelon swapping with other echelon. There are no battles so any echelons will do. Start with two dummy echelons on spawn locations. 1st dummy (white) on the HQ moves to the right and 2nd dummy (pink) on the bottom moves to the right then up one node. Deploy 3rd dummy (yellow) on the bottom helipad then end turn.
Here are the examples of the RFHG echelons used for the mission. There was no significant challenge to the battle itself compared to 4th EX map so I think you will be fine with taking any conventional RFHG echelons.
If you have 2 Parachute Fairies, just airdropping them to the 3 helipads adjacent to the enemy HQ then redeploying one of them few turns later can also do the job. But if you don't have the fairies, guide below shows how to clear it.
This clear guide only works if you have starting location of Goliath Plus on the upper left location near the enemy HQ. Deploy dummy echelon on the bottom right helipad and combat echelons on other 3 spawn locations.
Start from top right, move echelons in counter clockwise order. Since we are using the same rule for the movements and puzzle from map 1, it is important to keep the order specific. All the enemy units here have armor save for the Goliath so I recommend RFHG echelons.
We are moving to capture the first of the three nodes surrounding the enemy HQ. Move 1st combat echelon at the bottom to the node below the 3rd, then 2nd combat echelon moves adjacent to the enemy HQ.