- Map Guide
Here is example echelon used for the duration of the campaign on normal difficulty. You should have no issue clearing first 4 chapters with these T-dolls with further leveling and skill training.
This is straight forward mission with clearing out 2 marked Smasher boss units. Fight is not different from the normal version but with much more health. AoE skill AR and SMG doesn’t do much in this battle other than killing mobs so focus on self-buff ARs.
This map introduces radar mechanic, Goliath unit, and armor units to beginners in which can be tough but we do not have to fight them to clear objective A.
This map is more of DPS check than the combat map, but with bit of thinking required. Since there are 2 Goliath plus units, I will go ahead and cover guide that doesn’t fight any of them.
This map introduces new unit Pyxis which is an automated defense turret that can target 2 T-dolls at the same time. This can get quite nasty later on, but for now just ARSMG comp can clear it.
We will be using MGSG echelon with 2 SG to fight against Pyxis. Now that there's more than one of them and are much stronger, it is best to us SG as tankers while MGs melt them from the rear. This one is overkill so test your MGSG squad against Pyxis.
This map contains armor units which can be challenging to just ARSMG, so what I did was mix in single RF T-dolls on each echelon to achieve the goal.
Here are the example echelons used for the mission. I have taken out an AR and replaced with a RF unit. As long as they can equip some form of AP ammo for equipment, preferably Green ones, it should be a breeze. Just know that these examples are meant mostly for a starter player so a strong ARSMG can also work without any replacements needed.
for the second echelon, since there’s mix of HGs here instead of SMG and AR, I was extra careful to control them and retreat if they seem to be in risk of taking damage. If you have more AR/SMG, throw those on instead.
We are using identical Echelon as other objective but putting more emphasis on capturing highlighted nodes on top and bottom of the map.
We have interesting objective in which there’s limit on how many enemy units we can kill on the way to the HQ. This usually means we need to clear the mission quickly.
Key thing to remember during smasher battle is to keep the position 5 open as radiation emitted by Smasher unit deals damage over time in circle around it. If zombies appear from the rear, simply shuffle ARs to reset the targeting.
Turn two could look bit different but if HQ is being threatened, take out the enemy with 2nd combat echelon. Then we move 1st combat echelon, blowing up the rock mid way and fighting smasher unit on the left side.
This is only map in the event that can clear the both objectives at once and it is not as difficult as you think. I used same echelons from before, but just about any ARSMG will work fine.
Move combat echelon down one node from the console so that we can capture 2 nodes total by next turn. This allows to meet requirement for both objectives at once. If you prefer to use one echelon to fight both Smasher boss, swap locations.
This map is straight forward in terms of clearing as Smasher units on each side will do the job for us to demolish the gates from now to turn 5. All we have to do is deploy 2 combat echelons to defend the HQ and the node with console.
It’s straight forward rescue operation that doesn’t require much explanation. Gates are closed leading back to HQ, so we just got to make sure to stop at console to open it midway.
Combat echelon above the HQ moves to rescue the hostage at the center of the map. Once hostage is rescued there will be some changes to AI mechanics of enemy units on the map, but you don't have to worry about it.
Now that bottom gate has opened, we are going to use 2nd echelon to draw aggro from the bottom Smasher unit. combat echelon with the hostage will continue moving towards the right side, but making sure to stay further away from Smasher unit than the other echelon.
I have also gone ahead and leveled up echelon to level 70 and 4x links to keep up with the difficulty scale. This is more now towards the minimum rather than required, so if you can raise your ARSMG echelon more, I strongly suggest that you go at least level 80 or even 90.