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.
Start is mostly the same, but enemy unit on the left can go either bottom or top, which can add additional turn to the play.
Again just make sure to not end your turn on the enemy HQ and you should be clearing objective B no problem.
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.
Simply work towards the Smasher boss units and end turn. Again keep position 5 clear of T-dolls to avoid radiation damage.
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.
ARSMG echelon moves back to HQ and swaps and moves down to take the long way around to the other side.
Dummy unit moves to step on the radar and this eliminates the manticore unit, leaving just Goliath and Scout on the top right.
Take out the Goliath unit first. IF you failed to kill it before blowing it up, simply repair at the HQ and clear the mission.
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.
Swap location of dummy and combat echelon. This is to draw Goliath unit to the radar node to remove the Goliath Plus unit on the HQ. Simply retreat the dummy when battle starts.
1st echelon moves right one node again, then move 2nd echelon to the radar node. Redeploy dummy echelon on the HQ.
1st echelon moves down 1 node, staying away from Goliath Plus unit. 2nd echelon takes the bottom route.
Deploy 2nd dummy on the HQ and send it up two nodes. 1st & 2nd echelon will move to the right 1 node each.
1st echelon will use the diagonal path in the middle to reach the node left of the enemy HQ. 2nd echelon will move up 1 node to continue its path towards the right side of enemy HQ.
Now that Goliath plus units are in the middle, it is safe to move the 2nd dummy right below the 1st echelon.
Now that we have left side captured, simply move 2nd dummy echelon through the diagonal path to the other side below the 2nd echelon.
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.
Because you have to move up to hit Pyxis, we are putting our echelons forward instead of in the back.
We start with ARSMG unit on the left helipad and dummy on the HQ. ARSMG moves along the bottom left and clears path to the console.
You do not have to kill the unit on the HQ, and just surround capture it by ending your turn on the gate.
We are going to take out the first Pyxis unit on the bottom left with ARSMG then walk back to the starting helipad.
If for some reason if you forgot to repair/resupply your ARSMG, simply swap with dummy on next turn at the HQ to do so.
ARSMG moves to the right side and takes out the second Pyxis unit. Beware of Jaguar units that can surprise you if you get hit with mortar damage.
Lastly take out the 3rd Pyxis on the top of the map and it should clear the mission automatically.
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.
Start with ARSMG echelon on the HQ and MGSG echelon on the left helipad. ARSMG will sweep the right side first to kill non-Pyxis enemy units.
Now all that's left to do is to kill the enemy units on the bottom side and meet 5 kills requirement.
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.
Start with weaker combat echelon on the HQ. Then move it up and deploy stronger combat echelon on the HQ.
1st Combat echelon move to the left to capture another helipad. 2nd combat echelon on the HQ moves to bottom right to capture and kill the Manticore unit.
2nd combat echelon moves one node to the left, and 1st combat echelon clears unit below and move up to capture the 2 nodes at the top.
Finally we capture the remaining nodes via surround capture. Just make sure at the end that all enemy nodes are surrounded by friendly node.
We are using identical Echelon as other objective but putting more emphasis on capturing highlighted nodes on top and bottom of the map.
On turn 3, instead of surround capturing the nodes that are highlighted, you need to physically step on the marked nodes and end the turn in order to clear the objective B.
This map is incredibly simple to do, just need the 2SG MG echelon that we used for Pyxis units in EX.
Deploy at the HQ, then move down to attack the Pyxis unit below. Once done, Manticore will move onto marked location and clears the mission.
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.
ARSMG echelon starts on the left helipad and moves straight to the helipad with bomb on it. Pick it up and end the turn.
As predicted, our HQ is in danger of being surround captured, move up to clear the enemy unit.
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.
1st combat echelon moves through and fights the remaining smasher boss. If you didn't have to move 2nd combat echelon, you should be able to take the HQ this turn.
Here are the echelons used to clear the mission. We don't have to fight smasher unit so having AoE skills will be better to deal with ELID mobs.
Start with bot echelon on each side of the map. Then left echelon moves to pick up the bomb. Echelon on the HQ moves up to protect HQ from being surround captured.
Pick up the bomb and move to the rock, but do not use it this turn. By standing here for a turn, we can make Smasher blocking the path to HQ step aside.
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.
Start with any of 2 echelon on the HQ. Move down and right one node then deploy 2nd combat echelon on HQ.
Combat echelon below the HQ moves down the path on the right side and loop towards the bottom. Smasher unit is going to be identical fight as E2-2.
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.
Now all we have to do is wait and just hit end turn. ARSMG echelons should be more than sufficient to clear out any ELIDs mobs.
On turn 3 or 4, simply move each echelon to the left one node each, this is to get away from the top smasher unit that will come through the gate.
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.
Deploy 2 combat echelons next to each other from the starting location towards north. Honestly dummy could work but this is just in case of bad RNG.
Move combat echelon all the way to the node right below the console panel that operates the gates.
All you have to do it move back to HQ, swap with 2nd echelon and manually extract the hostage.
We then move 2nd combat echelon at the HQ to the right and deploy a dummy on the HQ. Combat echelon on the left side moves far as it can towards the hostage.
1st combat echelon rescues the hostage then moves towards the helipad on the right side of the map..
2nd combat echelon by the HQ moves to meet up with 1st combat echelon then swap location so that hostage is rescued automatically at the beginning of the next turn.
1st combat echelon or 2nd combat echelon then resupply/repair at the helipad then moves to capture the last helipad at the top left.
Map is near identical to the normal version of the map so we will play it similarly. Spend 1st turn with deploying two combat echelons heading north from the HQ.
Then with remaining move, 2nd echelon moves to capture the heavy helipad on the right of the HQ.
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.
Once Smasher unit has moved out of the bottom path back to the HQ, Echelon with Hostage heads to heavy helipad and manually extracts hostage to clear the mission.
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.
Start with dummy on the HQ and combat echelon on the right helipad. Move straight to the marked helipad with the detonator and blow it up. After that simply end the turn to clear the mission.
We are working to wipe out all units on the map, which means all helipads needs to be captured to stop the flow. Start with both combat echelons on starting locations. Combat echelon on the HQ moves down and prepare to surround capture the helipad below the HQ. With a remaining move, deploy dummy on the HQ.
Combat echelon on the right side of HQ moves to surround capture the helipad with detonator. We deploy another dummy on the helipad south of the HQ.
Resupplied combat echelon moves to capture the next nearest helipad to the bottom of the map. Fighting enemy units in the abandoned building gives them a buff but with AoE skills, it should not be a difficult fight.
A random 3rd faction enemy has spawned on the helipad with the detonator. Destroy the enemy with 2nd echelon and resupply/repair as needed. 1st combat echelon moves back to HQ so that it is safely out of the blast range of detonator.
We are using EX mode or Hard difficulty map to clear the Objective A on this map as it is easier than normal map objective A. Don’t worry, you will still be able to get secret documents you need regardless of difficulty as long as you clear objective A and B.
Deploy 2nd dummy at the HQ and dummy in the middle of the map moves up to the console. But we DO NOT OPERATE THE CONSOLE THIS TURN.
On 3rd turn we operate the console to open the gates. This allows Goliath plus in the middle to patrol up and down at the timing we want.
Dummy unit on the radar moves to the left and dummy at the HQ moves to the node below the console.
ARSMG then moves to the bottom left console and operate repeatedly to weaken the Manticore unit on the gate. You can stop when the enemy CE stops going down.
Wipe out the remaining Goliath unit by the upper console but do not operate it. Once you open it it will not let you reclose.
All you have to do now is to use RFHG echelon to defeat the weakened Manticore and fight the full health Manticore to clear the mission.
Because the pathing is identical for the both objective until the very last turn, I will go ahead and cover both objectives in one explanation.
ARSMG echelon then moves to the left side to take another helipad. Deploy 2nd combat echelon or dummy on the HQ.
1st Combat echelon moves back to the left side, but before we do, swap with 2nd echelon on the HQ to resupply and repair if needed before moving.
We have a open path to the helipad on the left side which we need for the both objective. So move 2nd echelon to it then deploy a dummy echelon on the HQ.
Now we move ARSMG echelon on the right side all the way to the radar node below the hostage unit. This changes the AI of new units near the M4 from stationary to patrol.
If you want to rescue the hostage, all you have to do is to swap and rescue prior to moving to the left side. If you are looking to interact with M4, you can ignore this step.
Fight through the gladiator unit blocking the path to the helipad on the left side. Here you can rescue hostage by swapping and manually extracting to clear the objective B. If you are looking to clear objective A, resupply then head to M4.
There's one way path to M4 from the top side. If you fail, you are better of restarting the mission unless you can fight off the long legged enemy and willing to wait 8 more turns.
In this battle we are not trying to kill M4 but to destroy the Nyto units that spawns around the M4, if your echelon is not fully leveled to 100 and well-equipped, you do not have to worry about your echelon killing M4 by accident.
We are going for the easier objective here instead of fighting M4 with souped up bodyguards in the center of the map. Start with ARSMG echelon then capture the helipad to the right.
New addition to echelon is fairy for the aura buff it provides. It is just 1 star and level 30, easily achievable with few combat reports. During the leveling process I have also picked up G41. Use M4, ST AR-15, or Sopomod II if you need strong ARs. We have also leveled T-dolls to 80.
We then resupplies ARSMG echelon on the HQ and swap with combat echelon below. Then clear the path to enemy HQ through bottom right path.
Start with ARSMG echelon on the HQ and deploy 2nd echelon on the HQ after moving down one node.
At this point Isomer on the bottom left should have run into you, if it did not clear it first, then clear out the remaining units on the top side while making sure HQ is safe from being captured.
This map is also pretty similar in solution to the objective of killing all the Isomers present on the map. Start with combat echelon the HQ and take out the Isomer on the bottom left.
Combat echelon at the bottom of the map takes out the Isomer to the left of the map then returns to the position. 2nd combat echelon to the right moves to spot between helipads and the enemy HQ to get the Isomer coming down next turn.
Objective is simple enough but there are two units that are not intended to be killed conventionally. By using radar gimmick and other interactable objects, we can kill the strong enemies.
Again we are using the updated ARSMG echelon [Lvl 80+ / 4x links / fairy added]. Make sure to pay attention to their skill levels and equipment as well. Since we have to fight Goliath units, DPS check is going to be the bottleneck to the progress if you can't kill them.
I have also included RFHG echelon as example to show that you can use them if you have them instead of 2nd ARSMG echelon. However using ARSMG echelon is more likely to be quicker and safer at this level/links.
Start with both combat echelon on the deployment zone. Move 1st combat echelon on HQ to the helipad to the left and deploy dummy on the HQ. Wait remaining move, 2nd combat echelon moves to the right.
Work to capture the helipad between two starting location by taking surrounding nodes with combat echelons.
If you have bad RNG you will have to move dummy away from the Goliath unit. Then move 2nd combat echelon towards the console panel. If you didn't have to move your dummy, you can get to console and activate it this turn.
Activating the console puts goliath unit on the right side to sleep mode, turning into a bomb. If Goliath unit moves next to dummy again, simply move it again.
Combat echelon with the bomb loops back through HQ, resupplies and repairs as needed then move towards the Gladiator unit on the top left.
Stopping right below the enemy unit, you can use the bomb to destroy it and open the path to the radar.
Once you defeat the enemy and step on the radar, Manticore unit disappears, clearing the mission.
For this map, it is recommended to have Airstrike Fairy along with your ARSMG echelon as it will fight against Armor units at least once. RFHG echelon is not recommended as it will have tough time against the Tarantulas.
With Airstrike active, even at lower skill level, it will eliminate threats and safely defeat armor units as Tarantulas will die right away.
Start with combat echelons on each starting locations. Then move to capture the node with console panel. We also clear majority of the units on the map. Activate it now.
Depending on where the Manticore unit is at, move the combat echelon to near or on the HQ accordingly. If you have spare action point, use to deploy dummy at the helipad. If you don't simply deploy it next turn. Depending on RNG, you might have just enough action point to move echelon to the HQ.
Repair/Resupply combat echelons as needed then move combat echelon near the HQ to the node below the Goliath unit that will turn into a bomb. Combat echelon at the left side moves to the console panel above the Manticore unit and activates the console.
Now that Goliath is a bomb, combat echelon below it picks up the bomb and moves to take out the Manticore if it has not been taken out already. If you are struggling to take out the Manticore with ARSMG, deploy RFHG echelon at the HQ instead.
Goal is to rescue M4 in the middle and extract at the nearby helipad. We are going to use the same ARSMG used on previous chapter 4 maps.
Deploy ARSMG on the bottom helipad, followed by 2 dummies on the other locations. First thing we do is move dummy on HQ to console to open the gate using Randomizer A.
Now all that's left to do is to take out Isomer units. One thing to note is that you don't have to kill them yourself and M4 can act as shield to take out the last Isomer on the top side.
On turn 4, last Isomer should have run into M4 and eliminated itself. Just click end round button to clear the mission.
Here we are using 1 echelon to do all the fight, and with Tarantula on the map again, you would be best set with Airstrike Fairy to blow away the problem.
Start with Dummy echelon at the HQ as we will not be able to deploy the combat echelon until turn 3. Deploy another dummy and move them towards the panels next turn.
Deploy total of 3 dummy units on the HQ side of the map and have them ready to activate the consoles.